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Messages - Myro

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General Discussion / Re: I almost fell off my chair!
« on: May 04, 2018, 03:48:40 AM »
luckey bastard

Conan Exiles General Discussion / Re: Dragon Mouth Bug
« on: May 03, 2018, 07:04:36 PM »
O was talking about to get your stuff back

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Conan Exiles General Discussion / Re: Dragon Mouth Bug
« on: May 03, 2018, 04:20:25 PM »
God mode?

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General Discussion / Re: General banter
« on: May 02, 2018, 03:05:26 AM »

Or depending on who buys them and might be good news

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Rift General Discussion / Re: So Sad
« on: April 24, 2018, 06:38:29 PM »
This is disappointing  as finals are on the second and I was looking forward to playing

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General Discussion / Re: If you have not noticed ......
« on: April 14, 2018, 12:15:14 AM »

Rift General Discussion / Re: XP Bar issue
« on: April 09, 2018, 01:29:46 PM »
You should get an achievement for that

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General Discussion / Re: General banter
« on: April 02, 2018, 01:10:35 PM »
I had help from a friend who use to paint

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General Discussion / Re: General banter
« on: April 01, 2018, 08:37:27 PM »
New bumper is painted

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General Discussion / Re: Wishing you a Great Easter!
« on: April 01, 2018, 03:51:24 AM »
Happy Easter

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Rift Cleric / Re: Shaman Leveling Build
« on: March 26, 2018, 10:55:55 PM »
Nothing Better than a good leveling build for a Cleric. My favorite is the Shaman they do good damage and are tough as nails. This is the Level 35 version of my Build along with Macros and a video of the one button Spam working on an Equal level mob.

This build is pretty simple. I go as much as I can go into Shaman for Single Target Damage and the rest into Purifier for healing and shielding. Justicar is just for the passive buff Salvation.

At Level 35 I get about 300 DPS fighting an equal level Mob and finish it quickly with a full health bar. The Macro has one shield built in and I keep another on hand to put up when that one falls. The shield absorbs about 40 DPS and your passive heals give you another 40 HPS. I rarely even use my heal macro.


#show Crushing Blow
cast Symbol of the Torch
cast Massive Blow
cast Jolt
cast Crushing Blow
cast Ride the Lightning
cast Ekkehard's Grasp

#show Healing Flare
cast @mouseoverui Symbol of the Torch
cast @mouseoverui Healing Flare

#show Symbol of the Torch
cast @mouseoverui Symbol of the Torch

Skills to keep on Hand

Lightning Hammer I use as a Pull
Avalanche Strike I use to tag when more than 1 mob are pulled
Glacial Shield Use after Macro Shield wears off
Ageless Ice
Looks good but can it tank IT :D :D

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Rift General Discussion / Re: Insane XP!
« on: March 22, 2018, 02:44:12 PM »
That's some what saddens me I hope it's not to quick now

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General Discussion / Re: General banter
« on: March 21, 2018, 12:28:05 PM »
5 hours later and one smashed finger  driver side tonight

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Rift Mage / Re: Glass Cannon
« on: March 13, 2018, 11:39:09 PM »

So at this point of time other souls should becoming viable to the damage you're currently doing with this spec, and they will eventually surpass it completely as you level. Now I would recommend you keep this spec for about 5 more levels maybe more though it’s up to you.

I will personally changing this spec into Pyromancer for the future of this guide.

[SIZE="3"]So here is when you reset your soul points and choose your new spec:[/SIZE]
40 Pyromancer, 12 Stormcaller, 1 Elementalist

Spent Soul Points:
  • 5 points in Ignition (Pyromancer) to reduce the cast time of Fireball to 2s and increase the range of damaging abilities by 5 meters.
  • 3 points in Fiery Concentration (Pyromancer) to avoid pushback on Fireball while in Warfronts or during heavy incoming aoe damage.
  • 3 points in Burning Focus (Pyromancer) increasing single target damage by 6%.
  • One point into Burning Bonds (Pyromancer) providing a root ability once Unbreakable Bonds is spec’d into.
  • 3 points in Stoke the Flames (Pyromancer) increasing the damage of Fireball and Cinder Burst by 6%.
  • One in Flicker (Pyromancer) to provide a quick jump to a new location, depending on where you are facing forward.
  • 3 points into Innate Fire (Pyromancer) to increase the bonus damage increase Internalize Charge provides by 6% and the stack count to 6 stacks.
  • One point in Fire Storm (Pyromancer) to give you an aoe ability.
  • 3 points into Improved Flame Bolt (Pyromancer) to make Flame Bolt increase your damage for 10 seconds.
  • One point in Pyromancer's Blessing (Pyromancer) to make any damaging Fire ability to cause Cinder Burst to become instant, basically making Cinder Burst usable now with in the main rotation.
  • One point in Wildfire (Pyromancer) to allow you to have some kind of Fire ability to use while moving or kitting an enemy, however it does require to be proc'd first to do that.
  • 2 points in Pyromancer's Vengeance (Pyromancer) to increase the chance that Cinder Burst becomes instant, but more importantly allows you access to Pyromancer's Fury later on.
  • 5 points in Pyromania (Pyromancer) increasing the damage of Fire abilities based on your Spell Power.
  • One point in Heat Wave (Pyromancer) to make you cast Fireball super fast for 15s every minute.
  • One point in Flash Burn (Pyromancer) making your interrupt Scorch stun any enemy for 5s, though cannot stun the same enemy again for 45s.
  • 2 points in Spark (Pyromancer) make that 1.5s global cooldown after any ability be reduced to 1s.
  • 3 points into Pyromancer's Fury (Pyromancer) makes Fireball usable in the rotation, so long as you have the stacks of Pyromancer's Fury to use up.
  • 5 points in Storm Energy’s (Stormcaller) to giving you 10% more Spell Power.
  • 5 points in Cyclogenesis (Stormcaller) to increase crit chance by 5%.
  • 2 points into Conductive Medium (Stormcaller) increases your damage by 2% per stack. However it does require the use of Charge consuming abilities such as Internalize Charge to keep it active and it stacks to max while out-of-combat.
  • One point in Biting Cold (Elementalist) to increase crit chance by 1% per point spent.
- Pyromancer’s Armor increases Fire damage by 6% and allows Pyromancer's Blessing/Vengeance/Fury to trigger, without Pyromancer’s Armor you can’t use your main abilities.
- Fireball your main damaging ability to use that accounts for about 30% of your damage.
- Flame Bolt a slight jolt of damage and increases your damage for 10s, and can be used for movement from time to time.
- Countdown a delayed damaging ability useful for building stacks of Pyromancer's Fury and later on will become a very important part of you damage.
- Cinder Burst your mini nuke ability once it becomes instant.
- Inferno doesn’t require the 1s global cooldown before it can be used so once the enemy is below 40% health Inferno can be used every 10s without interference.
- Fire Storm allows you to channel aoe damage in a specific location.
- Raging Storm your filler ability if you run out of Pyromancer's Fury stacks in order to cast Fireball while everything is on cooldown.
- Thunder Shock is another filler ability if you run out of Pyromancer's Fury stacks and allows you to deal damage if you need to move around.
- Internalize Charge boosts the damage of your next 6 abilities by 16%, does cost Charge to use though.
- Heat Wave an awesome ability to use if you just have Fireball to cast allowing to burn the enemy to death in seconds, however it does require at least one stack of Pyromancer's Fury before using.
- Burning Shield provide a shield to shield you from some of the incoming damage that might or will hit you.
- Scorch your only interrupting ability to stop cast time abilities from completing like Fireball on the enemy, or to stun an enemy as they start to use the heavy damaging abilities, or to stop them from running away.
- Burning Bonds to stop an enemy from moving.
- Burn disable the enemy preventing them from dealing damage or doing healing or anything other than moving.
- Flicker allows you teleport to a new location a few meters away to avoid damage.
- Ride the Wind is your run away ability if you want to quickly depart your current location, does cost Charge to use.
- Cerebral Flare allows you to channel your mana back if you run out, later on during endgame content you might find this a waste of time during combat so you might what vials that provide mana once you get up to that level.

#show Flame Bolt
cast Inferno
cast Countdown
cast Flame Bolt
cast Fireball
cast Thunder Shock
cast Burning Shield
cast Break Free

#show Heat Wave
cast Heat Wave
cast Inferno
cast Fireball
cast Thunder Shock
cast Burning Shield
cast Break Free

Flame Bolt (Cinder Burst) > Countdown (Cinder Burst) > Fireball x2 (Cinder Burst)

Have Pyromancer's Armor active before you do damage.

Keep Flame Bolt, Countdown and Cinder Burst on cooldown.
If you have Pyromancer's Fury stacks use Fireball, if not channel Raging Storm or use Thunder Shock.

Keep Internalize Charge active on yourself on yourself, so when you consume the last stack press it again.
When Cinder Burst become instant use it right then and there.

For Heat Wave use it whenever you want to deal a lot of damage to an enemy while your standing in one spot, you can use Flicker to move if they move out of range or root them before you start Heat Wave.

You can build stacks of Pyromancer's Fury with Fire Storm before you enter combat if you have time.

At this point I want to introduce Kalerts to you to help keep track of specific abilities, this is a very useful addon that you can use at any level however for this guide it most important now that we have gone deep into Pyromancer.
The addon is called karuulalert which you can download from

Before I give you the code to get tracking abilities here's some tips.

You have Sets which match the number of Roles you have so if you have 3 Roles you can have Set 1 track buffs for your 1st Role then Set 2 track buffs for your 2nd Role and so on.
If you go through all the Sets you come across Sub Sets which allows you track abilities no matter what Set you are using.
So in short use Sets for your Roles and Sub Sets for Boss Mechanics.

Karuulalert also need to learn abilities if you need to make new Kalerts, it needs to be scanning while you play.

I'm giving you a complete Set of Kalerts for Pyromancer, two Kalerts have bee disabled as they aren't needed right now.

Code: [Select]

New Soul Point:
  • Your first point goes into Flame Volley (Pyromancer) give you a very damaging channel ability.
  • One point into Accelerant (Pyromancer) causing Countdown to increase how much damage is done to the enemy.
  • One point in Biting Cold (Elementalist).
  • 3 points goes in Accelerant (Pyromancer) making the enemy take a total of 10% more damage from you.
  • One point in Biting Cold (Elementalist).
  • 2 points in Fire Starter (Pyromancer) removing the cooldown from Countdown allowing Accelerant to place on new enemies right away.
  • 3 points into Burning Fury (Pyromancer) increasing your crit chance by 2% per point spent.
  • 1 points into Improved Bolt (Pyromancer) making Fireball more crit friendly.
Level 50
- Flame Volley is a massive amount of damage over 3s and another massive amount right after you complete the channel.
- Fulminate does cost Charge however deal massive amount of damage.

Level 51 to Level 60:
  • Another 2 points into Improved Bolt (Pyromancer)
  • One point in Incinerating Flames (Pyromancer) reducing the damage you take while using Heat Wave.
  • 2 points into Wildfire (Pyromancer).
  • One point into Smolder (Pyromancer) improving your damage on the enemy if you have Countdown active on your current target while channeling Fire Storm.
  • One point into Chain Reaction (Pyromancer) making Countdown trigger damage on all the enemies when you current Countdown expires while you were channeling Fire Storm them.
  • Now the 3 and final points into Ravenous Flames (Pyromancer) giving access to the last root abilities!!!!!!

Level 60
- Searing Bolt deals damage and triggers Countdown’s damage on the enemy, allowing you cast Countdown again.
- Fusillade channels Fireballs at the enemy far faster than Heat Wave ever could dealing a massive amount of damage in 2.5s.

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