Kardas
09-22-2016, 08:20 PM
Accurate as of PVP Update
“Human heart, human mind, intellect intertwined
Focus sharp in the night, watch the jungle burning bright”
-Iron Maiden, The Mercenary
For me, the Pyro soldier combo was one of the most challenging fights for me in Battlefield, topped only by the Gunner Undead Allied Soldier. Hopefully this thread will give you some advice in how to use them!
Credits to Kaijester, aur0ra85 and Schadenfreud-0217, and Lord Schmeb for their suggestions and analyses that helped me with this thread.
Warrior (4*)
Flame: AoE true damage, 65% chance to inflict Flame for 2 turns.
Flame deals true damage over time with a chance to remove beneficial effects each turn. Skill Shard use can increase the Flame status chance to 85% and have it last for 3 turns.
Defend (5 PWR): Increases DEF & MR and gives Immunity to team for 2 turns. Skill Shard use can update this to 3 turns.
Talisman slots: Post-Tuning update is: 1 purple, 1 green, 1 purple. Pre-Tuning update was 3 colorless, 1 green, 1 red, 1 green
This guy’s pretty great for the Sentinel dungeon (thank you Kaijester!). He also was markedly improved through the October Tuning update, and became easier to use too. The sad part is that he is one of three 4* characters that does not have a Passive (the others being the Sentinel Soulless Demon and Sentinel Corrupt Droid). Also the Hellhound and Artillery Dog can give you AoE Immunity for free. Flame is very useful against buff-heavy enemies though, and the Warrior Pyro offers good defensive support with his Power move.
His Talisman loadout options are also easier now. The Warrior Pyro is one of the tankier Warriors, so you can get away with 5 purple Talismans (3 Barrier, 2 Shield) and a green (Ward or Mystical). I recommend an Assassin set and a Resilience set (while the set bonus still works for 2), but a Void set may be good for tankiness.
Sentinel (4*)
Flame: AoE true damage, 65% chance to inflict Flame for 2 turns.
Flame deals true damage over time with a chance to remove beneficial effects each turn. Skill Shard use can increase the Flame status chance to 85% and have it last for 3 turns.
Torch (3 PWR): Single target magic damage, heals self and removes debuffs. 75% chance to Regen HP to a random ally for 2 turns. Skill Shard use can bring the Regen chance to 90%.
Meditate (Passive): Raise MAGIC and MR of all allies for 1 turn at the start of the battle.
Talisman Slots: 3 colorless, 1 green, 1 blue, 1 green
Easily overlooked, the Sentinel Pyro is best at lasting way longer than you want him to and generally being an annoying prick (just play Point of No Return on Madness if you don't believe me). The Passive is nice for a magic using team, but it stinks that the Sentinel Pyro does not deal magic damage himself. Sentinel Pyro is probably best on a team where he can be annoying with other things that take way too long to kill (Pharaoh Dog King and any Sentinel Eddie). If you have powerful and sharded magic attackers like Carriage Rider, Grim Reaper or the Gunner Bomber, he might be nice to take along.
IMO, the best Talisman set for the Sentinel Pyro is the one that maximizes him being an annoying prick. To do that, give him 3 purple Shield Talismans. Either use Vampiric to make him even more unkillable, or use Void to reduce incoming damage. Assassin Talismans are wasted here. As for the compulsory slots, give him a random blue Power Talisman and 2 green Ward Talismans (either Health or Ascension). Another interesting idea would be using 3 Thief Talismans (probably 3 Bulwark, but Will is okay) in the free slots. Your damage will be even more terrible than usual, but the Pyro will be very tanky and give you lots of Furies if you want that.
A theoretical damage-focused loadout would use 2 Guardian (Fierce), 2 Paladin (Power), and 2 Ascension (Ward).
Assassin (4*)
Melt: Single target magic damage. Consumes Burn effects on Perfect attacks. Consuming Burns deals True damage and removes the effect.
Scald (6 PWR): AoE Magic Damage. Damage increases on enemy’s SPECIAL. Inflicts Scalding Burn for 2 turns. Scalding Burn deals magic damage over time with a chance to Lower MR and inflict Permadeath every turn.
Marksman (Passive): Grants Perfect Hit status to team for 2 turns.
Talisman Slots: 3 colorless, 1 green, 1 blue, 1 green.
The Desert Marauder's forgotten brother. He shares his main attack with Wicker Man Eddie, and in that sense, there is nice synergy with his two attacks. Ironically, the only Pyro Soldier whose main attack does not do True damage despite it being a hallmark of the Assassin class. Similarly to the Desert Marauder, he's a great addition for autofarming, so any character who really wants Perfect Hits (Warrior Golden Son with Burn Talismans for instance) will appreciate his being there. He's also a good teammate for the other Pyros and the Allied Bomber Boys. Also a great choice for the Gunner Dungeon.
His Talisman loadout is really easy though. 4 Holy (3 Power, 1 Arcane) Talismans and 2 Health (or Ascension if you want) Ward Talismans. Though Shock and Penetrating Talismans are also interesting options considering his Passive. The Pyro needs only magic damage, and his main attack is single target, so there's no need for Freeze Talis. The required green slots also take care of any survivability problems.
Further Reading (pre-October update)
Great thread on picking Talismans and true damage: http://forum.ironmaidenlegacy.com/showthread.php?1739-Guide-How-to-choose-your-character-s-talismans
Good post by aur0ra85 on their Warrior Pyro: http://forum.ironmaidenlegacy.com/showthread.php?1725-End-game-farming&p=12049&viewfull=1#post12049
“Human heart, human mind, intellect intertwined
Focus sharp in the night, watch the jungle burning bright”
-Iron Maiden, The Mercenary
For me, the Pyro soldier combo was one of the most challenging fights for me in Battlefield, topped only by the Gunner Undead Allied Soldier. Hopefully this thread will give you some advice in how to use them!
Credits to Kaijester, aur0ra85 and Schadenfreud-0217, and Lord Schmeb for their suggestions and analyses that helped me with this thread.
Warrior (4*)
Flame: AoE true damage, 65% chance to inflict Flame for 2 turns.
Flame deals true damage over time with a chance to remove beneficial effects each turn. Skill Shard use can increase the Flame status chance to 85% and have it last for 3 turns.
Defend (5 PWR): Increases DEF & MR and gives Immunity to team for 2 turns. Skill Shard use can update this to 3 turns.
Talisman slots: Post-Tuning update is: 1 purple, 1 green, 1 purple. Pre-Tuning update was 3 colorless, 1 green, 1 red, 1 green
This guy’s pretty great for the Sentinel dungeon (thank you Kaijester!). He also was markedly improved through the October Tuning update, and became easier to use too. The sad part is that he is one of three 4* characters that does not have a Passive (the others being the Sentinel Soulless Demon and Sentinel Corrupt Droid). Also the Hellhound and Artillery Dog can give you AoE Immunity for free. Flame is very useful against buff-heavy enemies though, and the Warrior Pyro offers good defensive support with his Power move.
His Talisman loadout options are also easier now. The Warrior Pyro is one of the tankier Warriors, so you can get away with 5 purple Talismans (3 Barrier, 2 Shield) and a green (Ward or Mystical). I recommend an Assassin set and a Resilience set (while the set bonus still works for 2), but a Void set may be good for tankiness.
Sentinel (4*)
Flame: AoE true damage, 65% chance to inflict Flame for 2 turns.
Flame deals true damage over time with a chance to remove beneficial effects each turn. Skill Shard use can increase the Flame status chance to 85% and have it last for 3 turns.
Torch (3 PWR): Single target magic damage, heals self and removes debuffs. 75% chance to Regen HP to a random ally for 2 turns. Skill Shard use can bring the Regen chance to 90%.
Meditate (Passive): Raise MAGIC and MR of all allies for 1 turn at the start of the battle.
Talisman Slots: 3 colorless, 1 green, 1 blue, 1 green
Easily overlooked, the Sentinel Pyro is best at lasting way longer than you want him to and generally being an annoying prick (just play Point of No Return on Madness if you don't believe me). The Passive is nice for a magic using team, but it stinks that the Sentinel Pyro does not deal magic damage himself. Sentinel Pyro is probably best on a team where he can be annoying with other things that take way too long to kill (Pharaoh Dog King and any Sentinel Eddie). If you have powerful and sharded magic attackers like Carriage Rider, Grim Reaper or the Gunner Bomber, he might be nice to take along.
IMO, the best Talisman set for the Sentinel Pyro is the one that maximizes him being an annoying prick. To do that, give him 3 purple Shield Talismans. Either use Vampiric to make him even more unkillable, or use Void to reduce incoming damage. Assassin Talismans are wasted here. As for the compulsory slots, give him a random blue Power Talisman and 2 green Ward Talismans (either Health or Ascension). Another interesting idea would be using 3 Thief Talismans (probably 3 Bulwark, but Will is okay) in the free slots. Your damage will be even more terrible than usual, but the Pyro will be very tanky and give you lots of Furies if you want that.
A theoretical damage-focused loadout would use 2 Guardian (Fierce), 2 Paladin (Power), and 2 Ascension (Ward).
Assassin (4*)
Melt: Single target magic damage. Consumes Burn effects on Perfect attacks. Consuming Burns deals True damage and removes the effect.
Scald (6 PWR): AoE Magic Damage. Damage increases on enemy’s SPECIAL. Inflicts Scalding Burn for 2 turns. Scalding Burn deals magic damage over time with a chance to Lower MR and inflict Permadeath every turn.
Marksman (Passive): Grants Perfect Hit status to team for 2 turns.
Talisman Slots: 3 colorless, 1 green, 1 blue, 1 green.
The Desert Marauder's forgotten brother. He shares his main attack with Wicker Man Eddie, and in that sense, there is nice synergy with his two attacks. Ironically, the only Pyro Soldier whose main attack does not do True damage despite it being a hallmark of the Assassin class. Similarly to the Desert Marauder, he's a great addition for autofarming, so any character who really wants Perfect Hits (Warrior Golden Son with Burn Talismans for instance) will appreciate his being there. He's also a good teammate for the other Pyros and the Allied Bomber Boys. Also a great choice for the Gunner Dungeon.
His Talisman loadout is really easy though. 4 Holy (3 Power, 1 Arcane) Talismans and 2 Health (or Ascension if you want) Ward Talismans. Though Shock and Penetrating Talismans are also interesting options considering his Passive. The Pyro needs only magic damage, and his main attack is single target, so there's no need for Freeze Talis. The required green slots also take care of any survivability problems.
Further Reading (pre-October update)
Great thread on picking Talismans and true damage: http://forum.ironmaidenlegacy.com/showthread.php?1739-Guide-How-to-choose-your-character-s-talismans
Good post by aur0ra85 on their Warrior Pyro: http://forum.ironmaidenlegacy.com/showthread.php?1725-End-game-farming&p=12049&viewfull=1#post12049