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Deck

fire/LA spec dps build

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Hand slots

  1. Slot 1 (key 1): draws one of Fire Arrow.
  2. Slot 2 (key 2): draws one of Fireball, Ring of Fire.
  3. Slot 3 (key 3): draws one of Fireball, Ring of Fire.
  4. Slot 4 (key 4): draws one of Fireball, Ring of Fire.
  5. Slot 5 (key 5): draws one of Flame Fist.
  6. Slot 6 (key 6): always Mind Lock.
  7. Slot 7 (key 7): always Death Ray.
  8. Slot 8 (key 8): always Escape.
  9. Slot 9 (key 9): always Healing Touch.
  10. Slot 10 (key 0): draws one of Evasion, Dodge, Deflect and 3 more.
  • Locked: always this glyph
  • Assigned: draws from a short list
  • Any: draws from the whole deck
About this deck

boom boom bam

Glyphs 23 in all, 9 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.

Air 3 glyphs

  • Dash ×3
    1. Copy 1 comes with the glyph once Dash is learned (in this deck).
    2. Copy 2 needs Dash at level 10 (in this deck).
    3. Copy 3 needs Dash at level 20 (in this deck).
    4. Copy 4 needs Dash at level 40.
    5. Copy 5 needs Dash at level 80.
    6. Copy 6 needs Air mastery at 80 or higher and specialized.
    • Assigned to slot 10
    Details

    Increases movement speed. Air Specialization increases the duration.

    • Copy 1 comes with the glyph once Dash is learned
    • Copy 2 needs Dash at level 10
    • Copy 3 needs Dash at level 20
    • Copy 4 needs Dash at level 40
    • Copy 5 needs Dash at level 80
    • Copy 6 needs Air mastery at 80 or higher and specialized

Death 0 glyphs

  • Death Ray ×0
    1. Copy 1 comes with the glyph once Death Ray is learned.
    2. Copy 2 needs Death Ray at level 10.
    3. Copy 3 needs Death Ray at level 20.
    4. Copy 4 needs Death Ray at level 40.
    5. Copy 5 needs Death Ray at level 80.
    6. Copy 6 needs Death mastery at 80 or higher and specialized.
    • Locked in slot 7
    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 8 glyphs

  • Fireball ×2
    1. Copy 1 comes with the glyph once Fireball is learned (in this deck).
    2. Copy 2 needs Fireball at level 10 (in this deck).
    3. Copy 3 needs Fireball at level 20.
    4. Copy 4 needs Fireball at level 40.
    5. Copy 5 needs Fireball at level 80.
    6. Copy 6 needs Fire mastery at 80 or higher and specialized.
    • Assigned to slots 2, 3 and 4
    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
  • Fire Arrow ×3
    1. Copy 1 comes with the glyph once Fire Arrow is learned (in this deck).
    2. Copy 2 needs Fire Arrow at level 10 (in this deck).
    3. Copy 3 needs Fire Arrow at level 20 (in this deck).
    4. Copy 4 needs Fire Arrow at level 40.
    5. Copy 5 needs Fire Arrow at level 80.
    6. Copy 6 needs Fire mastery at 80 or higher and specialized.
    • Assigned to slot 1
    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
  • Ring of Fire ×3
    1. Copy 1 comes with the glyph once Ring of Fire is learned (in this deck).
    2. Copy 2 needs Ring of Fire at level 10 (in this deck).
    3. Copy 3 needs Ring of Fire at level 20 (in this deck).
    4. Copy 4 needs Ring of Fire at level 40.
    5. Copy 5 needs Ring of Fire at level 80.
    6. Copy 6 needs Fire mastery at 80 or higher and specialized.
    • Assigned to slots 2, 3 and 4
    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
  • Flame Fist ×0
    1. Copy 1 comes with the glyph once Flame Fist is learned.
    2. Copy 2 needs Flame Fist at level 10.
    3. Copy 3 needs Flame Fist at level 20.
    4. Copy 4 needs Flame Fist at level 40.
    5. Copy 5 needs Flame Fist at level 80.
    6. Copy 6 needs Fire mastery at 80 or higher and specialized.
    • Assigned to slot 5
    Details

    Close-range fire attack with a chance of fire damage over time that gains bonus damage based on the caster's Pugilism skill. Fire Specialization adds a small amount of fire resist debuff and heal debuff. A target chilled by a Water specialist takes extra damage from the punch.

    • Copy 1 comes with the glyph once Flame Fist is learned
    • Copy 2 needs Flame Fist at level 10
    • Copy 3 needs Flame Fist at level 20
    • Copy 4 needs Flame Fist at level 40
    • Copy 5 needs Flame Fist at level 80
    • Copy 6 needs Fire mastery at 80 or higher and specialized

Life 1 glyph

  • Healing Grace ×1
    1. Copy 1 comes with the glyph once Healing Grace is learned (in this deck).
    2. Copy 2 needs Healing Grace at level 10.
    3. Copy 3 needs Healing Grace at level 20.
    4. Copy 4 needs Healing Grace at level 40.
    5. Copy 5 needs Healing Grace at level 80.
    6. Copy 6 needs Life mastery at 80 or higher and specialized.
    • Assigned to slot 10
    Details

    Heal over time that removes one bleed effect and gains a bonus based on the time since the caster harmed any target. Life Specialization reduces the focus cost and also reduces the cast time.

    • Copy 1 comes with the glyph once Healing Grace is learned
    • Copy 2 needs Healing Grace at level 10
    • Copy 3 needs Healing Grace at level 20
    • Copy 4 needs Healing Grace at level 40
    • Copy 5 needs Healing Grace at level 80
    • Copy 6 needs Life mastery at 80 or higher and specialized
  • Healing Touch ×0
    1. Copy 1 comes with the glyph once Healing Touch is learned.
    2. Copy 2 needs Healing Touch at level 10.
    3. Copy 3 needs Healing Touch at level 20.
    4. Copy 4 needs Healing Touch at level 40.
    5. Copy 5 needs Healing Touch at level 80.
    6. Copy 6 needs Life mastery at 80 or higher and specialized.
    • Locked in slot 9
    Details

    Short-range healing spell that gains a bonus based on the time since the caster harmed any target. Life Specialization will decrease the cast and lock time.

    • Copy 1 comes with the glyph once Healing Touch is learned
    • Copy 2 needs Healing Touch at level 10
    • Copy 3 needs Healing Touch at level 20
    • Copy 4 needs Healing Touch at level 40
    • Copy 5 needs Healing Touch at level 80
    • Copy 6 needs Life mastery at 80 or higher and specialized

Water 1 glyph

  • Soothing Rain ×1
    1. Copy 1 comes with the glyph once Soothing Rain is learned (in this deck).
    2. Copy 2 needs Soothing Rain at level 10.
    3. Copy 3 needs Soothing Rain at level 20.
    4. Copy 4 needs Soothing Rain at level 40.
    5. Copy 5 needs Soothing Rain at level 80.
    6. Copy 6 needs Water mastery at 80 or higher and specialized.
    • Assigned to slot 10
    Details

    Area-of-effect heal-over-time. Water Specialization puts out fire damage over time on everyone standing in the rain, with every tick, and adds a chance each tick to remove one other harmful effect from them. After one is removed, that person is briefly past helping again, so overlapping rains bring relief rather than immunity. At grandmaster the rain also grants fire resistance while it falls.

    • Copy 1 comes with the glyph once Soothing Rain is learned
    • Copy 2 needs Soothing Rain at level 10
    • Copy 3 needs Soothing Rain at level 20
    • Copy 4 needs Soothing Rain at level 40
    • Copy 5 needs Soothing Rain at level 80
    • Copy 6 needs Water mastery at 80 or higher and specialized

Focus 0 glyphs

  • Mind Lock ×0
    1. Copy 1 comes with the glyph once Mind Lock is learned.
    2. Copy 2 needs Mind Lock at level 10.
    3. Copy 3 needs Mind Lock at level 20.
    4. Copy 4 needs Mind Lock at level 40.
    5. Copy 5 needs Mind Lock at level 80.
    6. 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

Shield 3 glyphs

  • Deflect ×3
    1. Copy 1 comes with the glyph once Deflect is learned (in this deck).
    2. Copy 2 needs Deflect at level 10 (in this deck).
    3. Copy 3 needs Deflect at level 20 (in this deck).
    4. Copy 4 needs Deflect at level 40.
    5. Copy 5 needs Deflect at level 80.
    6. Copy 6 needs Shield mastery at 80 or higher and specialized.
    • Assigned to slot 10
    Details

    Raises your chance to block with a shield, and raises the damage a block stops. The block chance bonus is much larger for a short window right after you play the card, then drops to a smaller bonus that runs longer than the cooldown, so it can be held up between casts. Shield Specialization lengthens the large window and increases the block power bonus.

    • Copy 1 comes with the glyph once Deflect is learned
    • Copy 2 needs Deflect at level 10
    • Copy 3 needs Deflect at level 20
    • Copy 4 needs Deflect at level 40
    • Copy 5 needs Deflect at level 80
    • Copy 6 needs Shield mastery at 80 or higher and specialized

Light Armor 7 glyphs

  • Evasion ×2
    1. Copy 1 comes with the glyph once Evasion is learned (in this deck).
    2. Copy 2 needs Evasion at level 10 (in this deck).
    3. Copy 3 needs Evasion at level 20.
    4. Copy 4 needs Evasion at level 40.
    5. Copy 5 needs Evasion at level 80.
    6. Copy 6 needs Light Armor mastery at 80 or higher and specialized.
    • Assigned to slot 10
    Details

    Increases damage avoidance which increases the chance that blows will merely glance off the player inflicting much-reduced damage. Light Armor Specialization increases the damage avoidance granted.

    • Copy 1 comes with the glyph once Evasion is learned
    • Copy 2 needs Evasion at level 10
    • Copy 3 needs Evasion at level 20
    • Copy 4 needs Evasion at level 40
    • Copy 5 needs Evasion at level 80
    • Copy 6 needs Light Armor mastery at 80 or higher and specialized
  • Dodge ×5
    1. Copy 1 comes with the glyph once Dodge is learned (in this deck).
    2. Copy 2 needs Dodge at level 10 (in this deck).
    3. Copy 3 needs Dodge at level 20 (in this deck).
    4. Copy 4 needs Dodge at level 40 (in this deck).
    5. Copy 5 needs Dodge at level 80 (in this deck).
    6. Copy 6 needs Light Armor mastery at 80 or higher and specialized.
    • Assigned to slot 10
    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
  • Escape ×0
    1. Copy 1 comes with the glyph once Escape is learned.
    2. Copy 2 needs Escape at level 10.
    3. Copy 3 needs Escape at level 20.
    4. Copy 4 needs Escape at level 40.
    5. Copy 5 needs Escape at level 80.
    6. Copy 6 needs Light Armor mastery at 80 or higher and specialized.
    • Locked in slot 8
    Details

    Decreases aggro on nearby foes and removes movement-slow effects and roots (unbreakable roots are not removed). Light Armor Specialization increases the range and the number of slows removed.

    • Copy 1 comes with the glyph once Escape is learned
    • Copy 2 needs Escape at level 10
    • Copy 3 needs Escape at level 20
    • Copy 4 needs Escape at level 40
    • Copy 5 needs Escape at level 80
    • Copy 6 needs Light Armor mastery at 80 or higher and specialized