13 Sep 2005 at 07:02 - 7
Fire does certainly not suck for pvp. As far as the ability to deal damage goes, it's at the top of the heap.
For reference: my Tombs build is Fireball, Meteor, Phoenix, Flame Burst, Armor of Earth (or a ward), Fire Attunement, Elemental Attunement, Res Signet.
Fire's main asset is that nearly all of the spells do splash damage. This won't help you spike a single target out, but every point of damage you deal is a point that the enemy monks have to heal. If smiting teams have taught us anything, it's that AoE damage is worthwhile.
Compare Fireball to Lightning Orb. Lightning Orb does 137 damage to a single Armor Level 60 (reduced to 45) target at Air Magic 16, costing 15 energy.
Fireball does 119 damage to the same target, costing 10 energy, with the possibility of doing splash. As you can see, you don't have to hit that many targets with Fireball splash to out-damage an Orb-slinger -- for 2/3 the energy.
Lightning has many other skills that are conceptually similar to Lightning Orb: Lightning Strike, Lightning Javelin, etc. Fire, on the other hand, has different sorts of damage spells, allowing you to pick the best one for a circumstance.
Meteor is amazing: for five energy you get a fireball that doesn't require line of sight and knocks down. The uses for a targeted, practically undodgeable AoE knockdown that also happens to do 119 damage should be obvious. The only drawback, of course, is the cooldown. If youi don't use other exhaustion spells, the exhaustion from this spell will recharge just as soon as the spell does, giving you no cumulative exhaustion.
Phoenix has three uses. Sometimes you'll have warriors in your face who need to be chased off: feeding them a point-blank phoenix followed by a flameburst (with a fireball coming 2 seconds later) usually gives them the message. I tend to run Armor of Earth, so I can tank a warrior for a bit while I convince him to go away. It's also a good substitute for Fireball when FB is recharging; you'd be surprised how many times people wander into the secondary (point-blank) blast and you get free damage on a passing enemy. Finally, many characters (E/Mo smiters are the worst) like to stand still. You can walk up to them, or groups of them, and cast Phoenix: you'll do good damage anyway, but if they don't see what you're doing and leave (abandoning whatever they were casting), you'll do over 200 points to them.
Another Phoenix trick is to meteor a monk near you, and then walk up to him and start casting phoenix as he goes down. Monks' normal reaction, when hit by spell damage, is to heal themselves. The monk will usually oblige you by standing up and healing himself, only to eat a 210-point phoenix followed by a 120-point flameburst -- making them go into monk panic mode.
You won't always get the full benefit of Phoenix, but the spell is good enough anyway, and you get double-hits often enough, to make it worthwhile.
Flameburst is another nice little spell. I usually cast it in between Fireball/Phoenix/Meteor shots if there's a target and if I have Elemental Attunement up, letting me get quick damage before I cast my next long-range spell. The area of effect is bigger than you might think; this spell absolutely shines on altar maps or in tight quarters. It's also a good followup to Fireball or Meteor (or, even worse, Phoenix) against close targets: with two spells resolving a second apart you can strip off half of a caster's life.
Meteor Shower has its moments, against tightly-packed groups, on altars, or in combination with other snares, but it's admittedly rather situational. I may start running it more often against the fad IWAY groups, though, with their clumped-up melee characters. (Usually you want to blast them with Shower after the pets die, to force them to waste their IWAY while you take free fireball/flameburst hits as they scatter. These guys do lots of melee damage, but with phoenix, flameburst, and meteor you can convince them to back off.)
Immolate makes a good quick-cast substitute for Flameburst if you want to focus more on whomping single targets and less on spraying damage all over the enemy team.
***
Fire may be less attractive in Arenas, but in 8v8 pvp there are enough people running around at random that you'll get plenty of splash damage. Splash damage is hard on monks: they've got to wonder if your team is switching targets, split their attention, spread out their protection spells (they can't seed everyone!), and in general work harder. The Damage over Time spells (like Firestorm and Searing Heat) tend to be less than spectacular, but the basic blast spells in the fire line do enough damage to enough targets to be a serious threat.