PvE Nuker builds anyone?
plztakeaseat
I'm looking for a build that can output alot of dmg and that is popular in PvE, preferably looking for a cookie cutter build. Want it to be fire based also.
-Ty in advance
-Ty in advance
The Great Al
if you're looking for a cookie cutter build, why not look throughout the first few pages, or the stickied thread?
I guess what I like is:
16 fire
15 energy storage
arcane echo
immolate
fireball
meteor shower
rodgorts invocation
fire attunement
elem attunement
res/aura of restoration (or put a few points in inspiration magic and use the stance where you can't get interrupted...but only if you know that interruptions will be a problem)
I guess what I like is:
16 fire
15 energy storage
arcane echo
immolate
fireball
meteor shower
rodgorts invocation
fire attunement
elem attunement
res/aura of restoration (or put a few points in inspiration magic and use the stance where you can't get interrupted...but only if you know that interruptions will be a problem)
shadow ranger
E/A
16 fire 10 energy Rest in deadly arts, or split between deadly arts and shadow arts.
Add damage spells, along the lines of
Fireball
Rodgorts
Meteor shower
add 1 more damage spell, maybe an attune for more energy management
Assassins promise - What ive been toying with recently, the idea of the build being to cast it just before a mob dies, with a decent amount of deadly arts it should last 7 - 10 seconds ( which should be enough time to finish somthing off )
If you added points - one or two shadow arts spells - a shadow step/heal
Res sig / Glyph of sacrifice
The idea is use the spells on the pve targets (longer cast times like meteor shower or rodgorts being cut down by glyph of sacrifice, and just before mobs die use assassins promise which gives en energy boost and recharge all of your skills.
May be less cookie cutter, but still an idea.
16 fire 10 energy Rest in deadly arts, or split between deadly arts and shadow arts.
Add damage spells, along the lines of
Fireball
Rodgorts
Meteor shower
add 1 more damage spell, maybe an attune for more energy management
Assassins promise - What ive been toying with recently, the idea of the build being to cast it just before a mob dies, with a decent amount of deadly arts it should last 7 - 10 seconds ( which should be enough time to finish somthing off )
If you added points - one or two shadow arts spells - a shadow step/heal
Res sig / Glyph of sacrifice
The idea is use the spells on the pve targets (longer cast times like meteor shower or rodgorts being cut down by glyph of sacrifice, and just before mobs die use assassins promise which gives en energy boost and recharge all of your skills.
May be less cookie cutter, but still an idea.
Tamriel Cyrodiil
While Nuking in FoW, I usually use the following build.
Fire Magic:16 (12+3+1)
Energy Storage:12 (11+1)
((My Ele hasn't done the 2nd attribute point quest from Droks.... are player monks getting dumber??))
Skills:
Fire Attunement (I can't spell =\)
Fireball
Phoenix
Meteor
Meteor Shower
Archane Echo
(open slot... usually Incendiary Bonds)
Rez Sig
There's a nice easy build to get. It doesn't use an elite either, as you can already double Meteor Shower with Archane Echo.
Fire Magic:16 (12+3+1)
Energy Storage:12 (11+1)
((My Ele hasn't done the 2nd attribute point quest from Droks.... are player monks getting dumber??))
Skills:
Fire Attunement (I can't spell =\)
Fireball
Phoenix
Meteor
Meteor Shower
Archane Echo
(open slot... usually Incendiary Bonds)
Rez Sig
There's a nice easy build to get. It doesn't use an elite either, as you can already double Meteor Shower with Archane Echo.

Dr Strangelove
My FoW nuker... chock full of energy management. Nothing makes me more ashamed than to see an ele begging for blood rit after every battle
Fire Magic: 16 (12+3+1)
ES: 13 (12+1)
Fireball
Rodgort's invocation
Meteor
Meteor shower
Arcane echo
Fire attunement
Glyph of energy (E)
Rez sig
The glyph of energy keeps you going much longer and is resistant to enchantment stripping. For areas with minimal enchantment strippage, bring dual attunements and aura of restoration as a cover.
Fire Magic: 16 (12+3+1)
ES: 13 (12+1)
Fireball
Rodgort's invocation
Meteor
Meteor shower
Arcane echo
Fire attunement
Glyph of energy (E)
Rez sig
The glyph of energy keeps you going much longer and is resistant to enchantment stripping. For areas with minimal enchantment strippage, bring dual attunements and aura of restoration as a cover.
Ira Blinks
my build:
fire: 16
e-storage: 13
fireball
rodgort's invocation
meteor shower
glyph of renewal {E}
auspicious incarnation
<variant>
<variant>
fire attunement
Depending on the area variants are used by aura of restoration, rez, bed of coals, ward against melee, enchant strip, whatever.
Combo is pretty simple:
renewal
MS
rodgorts
fireball
AI
renewal
MS
rodgorts
fireball
etc.
fire: 16
e-storage: 13
fireball
rodgort's invocation
meteor shower
glyph of renewal {E}
auspicious incarnation
<variant>
<variant>
fire attunement
Depending on the area variants are used by aura of restoration, rez, bed of coals, ward against melee, enchant strip, whatever.
Combo is pretty simple:
renewal
MS
rodgorts
fireball
AI
renewal
MS
rodgorts
fireball
etc.
Decar Phoenix
How about 'Factions Only' PvE builds? i really don't want to spend $40 dollars on Meteor Shower!!!!! haha. Okay, so $20 for MS and $20 on Rodgorts? that's a lot of beer!!!!!
DP
DP
blaise
My Elementist Build, Im Switched many times from skills but this time it feels so right
Ele/Me
I Dont know, But i dont use any Mesmers Skill.
Fire: 15
Eng Storage: 13
Skill Set
Flare
Fireball
Immolate
Breath of Fire
Meteor
Meteor Shower
Mark Of Rodgort ( Uhh Yes, i Always Focus on 1 Foe, If Standing more Foes next to it Its a Bonus, but Putting my Foe on Fire Makes Me Statisfied ^^ )
Elemental Attunement. ( Aah Yes duh )
First of all when i attack an foe, i start with breat of fire, then mark of rodgort then spam fire skills, And burn him, It works for me alot, and for the Eles pls dont use Fire Works, its a Newbie Skill ^_^
Ele/Me
I Dont know, But i dont use any Mesmers Skill.
Fire: 15
Eng Storage: 13
Skill Set
Flare
Fireball
Immolate
Breath of Fire
Meteor
Meteor Shower
Mark Of Rodgort ( Uhh Yes, i Always Focus on 1 Foe, If Standing more Foes next to it Its a Bonus, but Putting my Foe on Fire Makes Me Statisfied ^^ )
Elemental Attunement. ( Aah Yes duh )
First of all when i attack an foe, i start with breat of fire, then mark of rodgort then spam fire skills, And burn him, It works for me alot, and for the Eles pls dont use Fire Works, its a Newbie Skill ^_^
The Great Al
he asked for nuking builds. i hate how for most of the gw population, "nuker" and "pyro" have become synonomous
onilink
For Glyph Nuking, I use the following:
Fire: 16
Energy Stg: 15
Fireball
Rodgort's Invocation
Meteor Shower
Glyph of Renewal (E)
Glyph of Lesser Energy
Arcane Echo
Fire attunement
Res Sig.
With this I can usually get off 3-4 MS's in about a minute, not to mention the possibilities with rodgort's.
Fire: 16
Energy Stg: 15
Fireball
Rodgort's Invocation
Meteor Shower
Glyph of Renewal (E)
Glyph of Lesser Energy
Arcane Echo
Fire attunement
Res Sig.
With this I can usually get off 3-4 MS's in about a minute, not to mention the possibilities with rodgort's.
frickaline
here's an amusing build:
16 fire
13 or 15 estore
glyph of renewal {E}
meteor shower
arcane echo
glyph of sacrifice
bed of coals
fire attunement
speed skill of some kind, pick one (windborne, illu of haste, mist, whichever you like)
res sig or a spammable skill like flare to use in the down time
order of operations:
arcane echo
ms
glyph of renewal
ms (arcane echoed one)
glyph of sacrifice
ms (arcane echoed one)
speed skill if you brought one, to run close range
bed of coals
voila, 3 meteor showers (triple nuke) in very short time, and might as well slide the BoC in there in case anything is still standing.
Its a funny build, but really best used someplace like FoW where you have some time between fights to recover from the exhaustion.
16 fire
13 or 15 estore
glyph of renewal {E}
meteor shower
arcane echo
glyph of sacrifice
bed of coals
fire attunement
speed skill of some kind, pick one (windborne, illu of haste, mist, whichever you like)
res sig or a spammable skill like flare to use in the down time
order of operations:
arcane echo
ms
glyph of renewal
ms (arcane echoed one)
glyph of sacrifice
ms (arcane echoed one)
speed skill if you brought one, to run close range
bed of coals
voila, 3 meteor showers (triple nuke) in very short time, and might as well slide the BoC in there in case anything is still standing.
Its a funny build, but really best used someplace like FoW where you have some time between fights to recover from the exhaustion.
Grammar
Glyph of Renewal AOE Nuker:
16 Fire (12+3+1)
13 Energy Storage (12+1)
Meteor Shower
Mark of Rodgort
Incendiary Bonds
Fireball
Glyph of Renewal {E}
Fire Attunement
Aura of Restoration
Rez
With Glyph of Renewal, you can fire off 4 Meteor Showers a minute, or 1 every 15 seconds (if you feel so inclined). Just be sure to never cast a Metoer Shower without casting Glyph of Renewal first.
16 Fire (12+3+1)
13 Energy Storage (12+1)
Meteor Shower
Mark of Rodgort
Incendiary Bonds
Fireball
Glyph of Renewal {E}
Fire Attunement
Aura of Restoration
Rez
With Glyph of Renewal, you can fire off 4 Meteor Showers a minute, or 1 every 15 seconds (if you feel so inclined). Just be sure to never cast a Metoer Shower without casting Glyph of Renewal first.
Etherpromo
FoW
16 Fire (+4)
15 Energy storage (mwhaha) (12+3)
Elemental Attunement
Flare
Fireball
Meteor
Incendiary Bonds
Searing Heat
Rodgort's Invocation
Meteor Shower
I never run out of energy using this. Just use EA everytime before you start attacking.
16 Fire (+4)
15 Energy storage (mwhaha) (12+3)
Elemental Attunement
Flare
Fireball
Meteor
Incendiary Bonds
Searing Heat
Rodgort's Invocation
Meteor Shower
I never run out of energy using this. Just use EA everytime before you start attacking.
Kais Unduli
Here's the build I use for regular nuking in PvE:
E/Mo
Fire Magic: 15 (11+3+1)
Earth Magic: 9 (8+1)
Energy Storage: 12 (11+1)
Flare or Rodgort's Invocation
Immolate
Breath of Fire
Meteor
Ward Against Melee
Glyph of Energy [E]
Fire Attunement
<Hard Rez> (Ressurection Chant, Ressurect, Rebirth)
The Ward is there to provide extra defense when that suicidal tank decides to aggro EVERYTHING and bring it back to the casters. The hard rez is there to help out when crap gets out of hand. I've been using chant more recently, because when I play my monk I know I like other people helping me do my job, so I do what I can to make it easier on the other monks. Rebirth is for when you hit FoW or UW, so you can retreat and try to regroup from a distance.
You can lower the earth magic to 7 and put the points back into energy storage or fire magic, but there's not much a difference dealing damage when fire magic is at 15 or 16. You can drop the ward and put all the points back into fire magic and energy storage, but every little bit helps.
I use glyph of energy not only for meteor to keep away the exhaustion, but also with Rodgort's to keep my energy up. I still use Flare sometimes, can't quite stop using it alltogether.
If I'm henching, I don't bring a hard rez. I'll usually mix another damage dealer, or maybe Ward Against Foes to help with close in nuking.
E/Mo
Fire Magic: 15 (11+3+1)
Earth Magic: 9 (8+1)
Energy Storage: 12 (11+1)
Flare or Rodgort's Invocation
Immolate
Breath of Fire
Meteor
Ward Against Melee
Glyph of Energy [E]
Fire Attunement
<Hard Rez> (Ressurection Chant, Ressurect, Rebirth)
The Ward is there to provide extra defense when that suicidal tank decides to aggro EVERYTHING and bring it back to the casters. The hard rez is there to help out when crap gets out of hand. I've been using chant more recently, because when I play my monk I know I like other people helping me do my job, so I do what I can to make it easier on the other monks. Rebirth is for when you hit FoW or UW, so you can retreat and try to regroup from a distance.
You can lower the earth magic to 7 and put the points back into energy storage or fire magic, but there's not much a difference dealing damage when fire magic is at 15 or 16. You can drop the ward and put all the points back into fire magic and energy storage, but every little bit helps.
I use glyph of energy not only for meteor to keep away the exhaustion, but also with Rodgort's to keep my energy up. I still use Flare sometimes, can't quite stop using it alltogether.
If I'm henching, I don't bring a hard rez. I'll usually mix another damage dealer, or maybe Ward Against Foes to help with close in nuking.
pve-er
E/Me
Illusion 9
Fire 14
EN storage 11
Flare
immolate
meteor
fireball
meteor shower
Ele Atturnment
Fire Atturnement
Distortion
the only time I run out of energy is that I forget my atturnments ends
with this buld, the energy return after casting a spell is 80%. so a En10 spell only cost 2 Energy. how can you run out of energy unless someone hex you or strip you enchantment
Illusion 9
Fire 14
EN storage 11
Flare
immolate
meteor
fireball
meteor shower
Ele Atturnment
Fire Atturnement
Distortion
the only time I run out of energy is that I forget my atturnments ends
with this buld, the energy return after casting a spell is 80%. so a En10 spell only cost 2 Energy. how can you run out of energy unless someone hex you or strip you enchantment
Samuel Dravis
E/Mo
Fire Magic: 16 (12+3+1)
Energy Storage: 15 (12+3)
Flare
Immolate
Fireball
Incindiary Bonds
Rodgort's Invocation
Fire Attunement
Elemental Attunement
Res chant, Rebirth
I really hate spells that cause exhaustion. I find that I can do equivalent or sometimes greater damage with this build than Renewal or Echo nukers, simply because I can cast constantly. Rodgort's > Bonds > Fireball is my damage spike. Obviously, there's no KD, but I always bring a mesmer in my party anyway (a much better option IMO).
For FoW, I switch out a few skills:
Fire Magic: 12 (11+1)
Energy Storage: 13 (10+3)
Air Magic: 12 (8 + 1 + 3)
Blinding Flash (Air)
Enervating Charge (Air)
Immolate
Fireball
Meteor Shower
Air Attunement
Elemental Attunement
Res chant, Rebirth
With this I can pretty much single handedly shut down groups of warriors and rangers, which is almost (but not quite lol) as good as a protection monk...
Fire Magic: 16 (12+3+1)
Energy Storage: 15 (12+3)
Flare
Immolate
Fireball
Incindiary Bonds
Rodgort's Invocation
Fire Attunement
Elemental Attunement
Res chant, Rebirth
I really hate spells that cause exhaustion. I find that I can do equivalent or sometimes greater damage with this build than Renewal or Echo nukers, simply because I can cast constantly. Rodgort's > Bonds > Fireball is my damage spike. Obviously, there's no KD, but I always bring a mesmer in my party anyway (a much better option IMO).
For FoW, I switch out a few skills:
Fire Magic: 12 (11+1)
Energy Storage: 13 (10+3)
Air Magic: 12 (8 + 1 + 3)
Blinding Flash (Air)
Enervating Charge (Air)
Immolate
Fireball
Meteor Shower
Air Attunement
Elemental Attunement
Res chant, Rebirth
With this I can pretty much single handedly shut down groups of warriors and rangers, which is almost (but not quite lol) as good as a protection monk...
ephexx
Quote from Blaise's post
Quote:
Quote:
Dr Strangelove
I'm using Animate Shambling Thread!
Cebe
Quote:
Originally Posted by plztakeaseat
Really, Earth is SO much more fun than Fire.
and if you're wanting Cookie Cutter builds then Guildwiki is your friend.

Quote:
Originally Posted by The Great Al
he asked for nuking builds. i hate how for most of the gw population, "nuker" and "pyro" have become synonomous
QFT!
Impossible Is Nothing
In my opinion Fire Nukers are one of the most fun types of chars to play. If you have the right build, they can take out mutiple creatures with ease. Here's my build:
Elementalist/Mesmer 15 or 16 fire magic 12+2 or 3+1 11+1 energy storage 1: Immolate 2: Arcane Echo (this is a need unless u want elite echo) 3: Meteor Shower ( this works best but for people without prophecies, i advise to get NF elites Searing Flames or Savanah Heat) 4: Searing Heat ( another high energy nuke, but faster cast time) 5: Fireball 6: Glyph of Energy [E] ( lesser will NOT work in this build. Energy takes out exhausion) 7: Fire Attunement 8: res sig First cast fire attunment. Energy conservation is vital. Then Arcane Echo, followed up with Meteor Shower. Then use Glyph of energy and cast seconed echoed meteor shower. After this, cast searing heat. Then, while you are waiting for mereor shower to recharge, use a few fireballs and immolate's. By the time it recharges, they are usually dead, but if not, repeat cycle. onilink
Fire: 16
E-Storage: 15 Fireball Rodgort's Invocation Meteor Shower Glyph of Renewal Arcane Echo Glyph of Lesser Energy Fire Attunement Ressurection Sig Seems to work pretty well for me. Not too many damage spells, but the possible chains more than make up for that, and energy management is fairly easy. MacStar
My build is:
Elemental Attunement {E} Fire Attunement Aura of Restoration Fireball Rodgort's Invocation Meteor Meteor Shower Sunspear Rebirth Signet Katari
-If the rest of your team is any good, the second metetor shower won't hit anything at all. Echoing MS, or using GoR is a pretty poor idea.
-Runes of Atunement are overkill, and anything above a minor ES rune is as well. -The mob would have to stay stationary for 8s even to be sure of MS landing, 11s for it to start being worthy of the cost. It's really an awkward spell, more than it ever has been, and the better your team, the worse it is. If you want cookie-cutter fire builds that are actually worthwhile, go with Searing Flames. If you don't have NF, you might want to look into getting Heal Party and Ether Prodigy. SF [e] Glowing Gaze GoLE Ressig Fire Atune MS, or Fireball ~whatever ~whatever or 9-10 Healing 15-16 Fire Rest ES E-Prodigy [e] Heal Party Glyph of Sac Reschant Fireball Rodgorts Invoction Immolate ~Some other fire skill LightningHell
Quote:
Originally Posted by Katari
-If the rest of your team is any good, the second metetor shower won't hit anything at all. Echoing MS, or using GoR is a pretty poor idea.
-Runes of Atunement are overkill, and anything above a minor RS rune is as well. -The mob would have to stay stationary for 8s even to be sure of MS landing, 11s for it to start being worthy of the cost. It's really an awkward spell, more than it ever has been, and the better your team, the worse it is. If you want cookie-cutter fire builds that are actually worthwhile, go with Searing Flames. If you don't have NF, you might want to look into getting Heal Party and Ether Prodigy. SF [e] Glowing Gaze GoLE Ressig Fire Atune MS, or Fireball ~whatever ~whatever or 9-10 Healing 15-16 Fire Rest ES E-Prodigy [e] Heal Party Glyph of Sac Reschant Fireball Rodgorts Invoction Immolate ~Some other fire skill Thank yoooooooooooou. ![]() Although in that last one I'd put in Meteor Shower and Draw instead of Immolate. Well, not really with the new updates, but whatever. Arrows[PURE]
I always bring meteor shower along, but dont tend to use it unless I find a boss because on normal enemies there just isnt really any point. They die way to fast. I use GoR with skills like rodgorts for lots of area dmg. Dont really need glyph of lesser energy with glowing gaze
Katari
It all depends on what playstyle you have.
If you love sitting after a fight and telling the party "Wait, I need to regen" then yeah, leave GoLE at home, and spam those 25e spells with no e-managment. If you like smashing one mob after another with no pauses other than running to the mob itslef, then GoLE, and some form of E-Managment is a good idea. It seems to me that players with the former playstyle also tend to like stuff like Mending wammos, Breeze-monks, power attack, sundering, flare, echo+MS, etc... Age
This what I use.
1 Meteror Showers 2 Incendiary Bonds 3 FireBall 4 Flare 5 Aura of Restoration 6 Elemental Attunement [E] 7 Ward of Melee 9 Res Sig if E/Mes or Rebirth if E/Mo 5 in Earth 14 in Fire 14 in Energy Storage 2 or 4 in Protection if E/Mo My points are something like this.This the normal build I use but for the most part I prefer to use Air as I can do more with Orb than with MS. Speedy Lunar
Quote:
Originally Posted by Tamriel Cyrodiil
Fire Magic:16 (12+3+1) Energy Storage:12 (11+1) ((My Ele hasn't done the 2nd attribute point quest from Droks.... are player monks getting dumber??)) Why would you need a monk? THe quest is easy to do even with henchmen. As soon as you get out, I advise you to directly go to the meeting point. You'll see her appearing pretty quickly (about 1-2 minutes). Maybe you need to kill some monsters, I killed 3 before the fight started. The fight following is easy, you should be able to come out of it (take 2 times healer hench/hero and you'll be fine)... Katari
Quote:
Originally Posted by Age
This what I use.
1 Meteror Showers 2 Incendiary Bonds 3 FireBall 4 Flare 5 Aura of Restoration 6 Elemental Attunement [E] 7 Ward of Melee 9 Res Sig if E/Mes or Rebirth if E/Mo 5 in Earth 14 in Fire 14 in Energy Storage 2 or 4 in Protection if E/Mo My points are something like this.This the normal build I use but for the most part I prefer to use Air as I can do more with Orb than with MS. That would require using either an ES hat, or a major rune, which is a very bad idea. Oh, and flare is crap. LightningHell
Flare might be usable, if ANet implements the Flare change.
Dr Strangelove
Quote:
Originally Posted by LightningHell
Flare might be usable, if ANet implements the Flare change.
Not really, there was also a recharge reduction on immolate in that update and massive buffs to all the fire AoE. Flare might be less crappy, but there's still better things to do with your time.
LightningHell
Flare is to fit in where there's nothing else - like if you're not running EProd or SF, for some reason.
I agree, there are better things to do with your time. Ensign
Eh? The only Fire AoE that got a meaningful buff was Searing Heat - and I still can't find room for it on my bar.
Oh Dragon's Breath is 5 mana now, see my careface? Peace, -CxE Zorian Direspell
I don't know about cookie cutter, but ... a fun build ...
Fire -16 ES -14 Rest -Wherever. Elemental Attunement/Energy management of choice. Mark of Rodgort Liquid Flame Fireball Flame Burst Flame Djinn's Haste Aura of Restoration or Glyph of Restoration Res Skill/Sig Fire off MoR as enemies swoop in on front line, hit key point enemy using skill with LF, follow up as needed with fireball. If an enemy gets close to you, hit MoR, FB and FDH (note: you should try and stand next to monks, other back liners for this reason). So far it has worked well for me. The key to enduring is energy management. Time your shots to deliver large chunks of damage and burning in the areas that need it, don't just spam spells willy nilly. Evilsod
What is it with people sacrificing 35 health for 3 energy? There a bloody rune of attunement that gives you 2 for nothing.
I think it really depends where your going and how your doing it. FoW, GoR Meteor Shower can be a good thing if your doing 5man. Otherwise 1 MS should suffice... Knockdown is only really necessary vs monks. Samuel Dravis
I was using this one the other day:
[skill]Searing Flames[/skill][skill]Glowing Gaze[/skill][skill]Power Return[/skill][skill]Fire Attunement[/skill][skill]Glyph of Lesser Energy[/skill][skill]Meteor Shower[/skill][skill]Arcane Echo[/skill][skill]Resurrection Signet[/skill] Seemed to work okay for PvE. Fire is obviously at 16, the rest in estorage. I like having an interrupt for those pesky spells that make me die. ![]() Thom Bangalter
Why would you want to echo a spell on a 5 second cast when you have searing flames on your bar?
Samuel Dravis
I hardly ever use it, actually: it's just there for the odd boss that's harder than usual to kill. Honestly, the first 4 are the only skills that get any use except rarely, and even then only the fire ones are used most of the time out of that.
![]() There's just not much to put on my bar except stuff that I really don't need. Oh well. C'est la PvE. Katari
There's a difference between "working" in PvE, and working well in PvE.
If it just "works" the team in general will have few problems, and things will go about as fast as oh, henchies can clear it. With a good team, echoing MS is useless, because in the 15s it takes for the first hit of that second MS to land, the mob is dead. And if only one hit lands, MS is a waste anyways. And seriously guys, what's with the major/sup ES runes? No extra second on Ele Atune or Prodigy is worth the HP hit, and the extra energy certainly isn't worth it. Use a minor ES rune if your elite happenes to be EA or Prodigy, and use a vitae rune otherwise. Ashe.
Here's what I run.
Aura of Restoration Fire Attunement Rogart's Invocation Searing Flames Glowing Gaze Meteor Fireball Meteor Shower |