Deck
Basic Fire Deck
Hand slots
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Slot 1 (key 1): draws one of Sprint, Dodge.
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Slot 2 (key 2): always Ice Field.
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Slot 3 (key 3): draws one of Death Ray.
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Slot 4 (key 4): draws one of Fire Arrow.
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Slot 5 (key 5): draws one of Fire Arrow, Death Ray.
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Slot 6 (key 6): always Mind Lock.
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Slot 7 (key 7): draws one of Fireball.
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Slot 8 (key 8): draws one of Ring of Fire.
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Slot 9 (key 9): draws one of Fireball, Ring of Fire.
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Slot 10 (key 0): always Spellbinder Stance.
- Locked: always this glyph
- Assigned: draws from a short list
- Any: draws from the whole deck
About this deck
This is a deck to fight with fire. All my decks follow a specific pattern and are designed to be used with a gaming mouse: You bind slot 7&8 to wheel up/down, slot 9 to an easy to reach mouse side button, and 6&10 to mouse wheel left&right. This leaves one hand for the movement keys and slots 1-5, and the mouse hand to control slots 6-10. For stacking the fireball and ring of fire press the side key and then mousewheel up or down. Wheel left is mind-locking the deck. Wheel right usually is my cast buff, either spellbinder stance or chaotic feedback. Slots 1-5 is used for locked runes or utilities, here for some fire/death combos you can either stack or turn into fiery decay.
Glyphs 23 in all, 6 different
Filled pips are the copies in this deck. Copy 1 comes with the glyph; each further copy needs a higher skill level, and the last one needs the school's mastery.
Death 5 glyphs
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Death Ray ×5- Copy 1 comes with the glyph once Death Ray is learned (in this deck).
- Copy 2 needs Death Ray at level 10 (in this deck).
- Copy 3 needs Death Ray at level 20 (in this deck).
- Copy 4 needs Death Ray at level 40 (in this deck).
- Copy 5 needs Death Ray at level 80 (in this deck).
- Copy 6 needs Death mastery at 80 or higher and specialized.
- Assigned to slots 3 and 5
Details
Medium-range life drain spell that becomes more powerful the closer the caster is to death. Each hit has a chance to apply a -3 Death Resistance and -3 Magic Resistance debuff to the target for 30 seconds. This can stack up to five times, and Death Specialization raises the chance.
- Copy 1 comes with the glyph once Death Ray is learned
- Copy 2 needs Death Ray at level 10
- Copy 3 needs Death Ray at level 20
- Copy 4 needs Death Ray at level 40
- Copy 5 needs Death Ray at level 80
- Copy 6 needs Death mastery at 80 or higher and specialized
Fire 14 glyphs
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Fireball ×5- Copy 1 comes with the glyph once Fireball is learned (in this deck).
- Copy 2 needs Fireball at level 10 (in this deck).
- Copy 3 needs Fireball at level 20 (in this deck).
- Copy 4 needs Fireball at level 40 (in this deck).
- Copy 5 needs Fireball at level 80 (in this deck).
- Copy 6 needs Fire mastery at 80 or higher and specialized.
- Assigned to slots 7 and 9
Details
Ranged area-of-effect attack with fire damage over time. Fire Specialization reduces cast time and also increases the damage of the initial blast.
- Copy 1 comes with the glyph once Fireball is learned
- Copy 2 needs Fireball at level 10
- Copy 3 needs Fireball at level 20
- Copy 4 needs Fireball at level 40
- Copy 5 needs Fireball at level 80
- Copy 6 needs Fire mastery at 80 or higher and specialized
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Ring of Fire ×5- Copy 1 comes with the glyph once Ring of Fire is learned (in this deck).
- Copy 2 needs Ring of Fire at level 10 (in this deck).
- Copy 3 needs Ring of Fire at level 20 (in this deck).
- Copy 4 needs Ring of Fire at level 40 (in this deck).
- Copy 5 needs Ring of Fire at level 80 (in this deck).
- Copy 6 needs Fire mastery at 80 or higher and specialized.
- Assigned to slots 8 and 9
Details
Creates a targeted lasting flaming area of effect. Fire Specialization adds a fire resitance debuff to the effect.
- Copy 1 comes with the glyph once Ring of Fire is learned
- Copy 2 needs Ring of Fire at level 10
- Copy 3 needs Ring of Fire at level 20
- Copy 4 needs Ring of Fire at level 40
- Copy 5 needs Ring of Fire at level 80
- Copy 6 needs Fire mastery at 80 or higher and specialized
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Fire Arrow ×4- Copy 1 comes with the glyph once Fire Arrow is learned (in this deck).
- Copy 2 needs Fire Arrow at level 10 (in this deck).
- Copy 3 needs Fire Arrow at level 20 (in this deck).
- Copy 4 needs Fire Arrow at level 40 (in this deck).
- Copy 5 needs Fire Arrow at level 80.
- Copy 6 needs Fire mastery at 80 or higher and specialized.
- Assigned to slots 4 and 5
Details
Ranged attack with fire damage over time. Fire Specialization adds a small amount of fire resist debuff and heal debuff.
- Copy 1 comes with the glyph once Fire Arrow is learned
- Copy 2 needs Fire Arrow at level 10
- Copy 3 needs Fire Arrow at level 20
- Copy 4 needs Fire Arrow at level 40
- Copy 5 needs Fire Arrow at level 80
- Copy 6 needs Fire mastery at 80 or higher and specialized
Water 0 glyphs
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Ice Field ×0- Copy 1 comes with the glyph once Ice Field is learned.
- Copy 2 needs Ice Field at level 10.
- Copy 3 needs Ice Field at level 20.
- Copy 4 needs Ice Field at level 40.
- Copy 5 needs Ice Field at level 80.
- Copy 6 needs Water mastery at 80 or higher and specialized.
- Locked in slot 2
Details
Places a field of ice at a spot you choose. Enemies standing in it are slowed and take water damage, and both are reapplied while they stay inside. Everything the field put on them ends when the field does. Water Specialization makes the field last longer and lowers the water resistance of anyone caught in it. A specialist's field also makes enemies inside take extra melee damage, 0.1% per point of specialization, while the slow lasts.
- Copy 1 comes with the glyph once Ice Field is learned
- Copy 2 needs Ice Field at level 10
- Copy 3 needs Ice Field at level 20
- Copy 4 needs Ice Field at level 40
- Copy 5 needs Ice Field at level 80
- Copy 6 needs Water mastery at 80 or higher and specialized
Focus 0 glyphs
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Mind Lock ×0- Copy 1 comes with the glyph once Mind Lock is learned.
- Copy 2 needs Mind Lock at level 10.
- Copy 3 needs Mind Lock at level 20.
- Copy 4 needs Mind Lock at level 40.
- Copy 5 needs Mind Lock at level 80.
- Copy 6 needs Focus mastery at 80 or higher and specialized.
- Locked in slot 6
Details
Extends the life of all glyphs that are currently in your hand. This spell cannot fizzle. Focus Specialization increases the duration of the locked glyph.
- Copy 1 comes with the glyph once Mind Lock is learned
- Copy 2 needs Mind Lock at level 10
- Copy 3 needs Mind Lock at level 20
- Copy 4 needs Mind Lock at level 40
- Copy 5 needs Mind Lock at level 80
- Copy 6 needs Focus mastery at 80 or higher and specialized
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Spellbinder Stance ×0- Copy 1 comes with the glyph once Spellbinder Stance is learned.
- Copy 2 needs Spellbinder Stance at level 10.
- Copy 3 needs Spellbinder Stance at level 20.
- Copy 4 needs Spellbinder Stance at level 40.
- Copy 5 needs Spellbinder Stance at level 80.
- Copy 6 needs Focus mastery at 80 or higher and specialized.
- Locked in slot 10
Details
Increases the caster's magic casting abilities, resulting in reduced casting times, increased spell critical hit chance, and increased focus recovery, at the expense of physical defense. The stance is broken by movement. Focus Specialization grants a small combat focus regen buff.
- Copy 1 comes with the glyph once Spellbinder Stance is learned
- Copy 2 needs Spellbinder Stance at level 10
- Copy 3 needs Spellbinder Stance at level 20
- Copy 4 needs Spellbinder Stance at level 40
- Copy 5 needs Spellbinder Stance at level 80
- Copy 6 needs Focus mastery at 80 or higher and specialized
Light Armor 4 glyphs
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Sprint ×2- Copy 1 comes with the glyph once Sprint is learned (in this deck).
- Copy 2 needs Sprint at level 10 (in this deck).
- Copy 3 needs Sprint at level 20.
- Copy 4 needs Sprint at level 40.
- Copy 5 needs Sprint at level 80.
- Copy 6 needs Light Armor mastery at 80 or higher and specialized.
- Assigned to slot 1
Details
Increases movement speed. Light Armor Specialization increases the duration.
- Copy 1 comes with the glyph once Sprint is learned
- Copy 2 needs Sprint at level 10
- Copy 3 needs Sprint at level 20
- Copy 4 needs Sprint at level 40
- Copy 5 needs Sprint at level 80
- Copy 6 needs Light Armor mastery at 80 or higher and specialized
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Dodge ×2- Copy 1 comes with the glyph once Dodge is learned (in this deck).
- Copy 2 needs Dodge at level 10 (in this deck).
- Copy 3 needs Dodge at level 20.
- Copy 4 needs Dodge at level 40.
- Copy 5 needs Dodge at level 80.
- Copy 6 needs Light Armor mastery at 80 or higher and specialized.
- Assigned to slot 1
Details
Increases chance to avoid damage from multiple hits for the duration of its use. The dodge bonus will be much larger for several seconds immediately after use. Rooted characters cannot dodge at all, whatever the bonus. Light Armor Specialization extends the larger bonus.
- Copy 1 comes with the glyph once Dodge is learned
- Copy 2 needs Dodge at level 10
- Copy 3 needs Dodge at level 20
- Copy 4 needs Dodge at level 40
- Copy 5 needs Dodge at level 80
- Copy 6 needs Light Armor mastery at 80 or higher and specialized
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