Pyre Guide

Pyre Mastery Details & Thoughts for Pyre

Pyre Mastery Details & Thoughts

Overview

Here I’ll discuss details and thoughts of all Masteries in Pyre.

Hedwyn

Hedwyn – Marks of the Master-General

Martial Training: Hedwyn gains +50% stamina. Any Mastery that enhances a companion’s agility should be valued.
Critical Strike: When power-casting(i.e. holding your mouse until the character flashes white. You may have to practice for the timing), Hedwyn’s aura burst becomes nearly twice as wide and about 25% more further, which is very powerful in banishing your adversaries.
Shoulder Smash: If Hedwyn jumps into an airborne adversary, he banishes them. I find this Mastery rather situational and hard to find value.
Burning Resolve: However Hedwyn douses the adversaries’ pyre, his pyre restores 50% of the damage dealt. It helps in a long Rite where you and your adversary both score many times, though it requires you to use Hedwyn aggressively.

Hedwyn – Bonds of the Sahrian Region

Shared Tenacity: Hedwyn and his allies regenerate stamina twice as quickly. All Masteries in this tree seem to put Hedwyn into a supportive role.
Moon Formation: Hedwyn and his allies move with and pass the orb more quickly. I don’t percept any speed boost, but you can pass orb almost instantly with this Mastery.
Sacred Bond: Hedwyn and his allies may instantly return banished allies by moving to where they fell. Highly recommended.
Divine Retribution: Hedwin and his allies banish adversaries for 2 more seconds. A pretty decent pick. 2 seconds can buy you enough time to either dash to the pyre or replenish your character’s stamina.

Jodariel

Jodariel – Sins of the Fallen Emperor

Long Stride: Jodariel can rush twice in a row, which means she can lunge twice as far. Many may regard Demons as slow and massive defenders, but with this Mastery you may find Demons can be aggressive no less. You may rush twice toward the orb and start casting aura to disrupt your adversaries’ plan, or even find an opportunity to rush twice and plunge into the pyre. I believe this Mastery is essential to Jodariel in any build.
Crushing Heel: When Jodariel lands a jump, she stuns nearby adversaries and force them to drop the orb. Stunned adversaries lose their aura at the same time. Stunning lasts about 2 seconds.
Brazen Manner: For 7 seconds after saluting, Jodariel deals an additional 10 to the pyre. A very aggressive pick.
Celestial Spike: Jodariel can fling the orb to banish adversaries. You can throw your orb forward, banish adversaries and regain your aura all at the same time!

Jodariel- Boons of the First Exile

Relentless Vigor: After banishing an adversary, Jodariel recovers all her stamina. It is not difficult for Jodariel to banish an adversary or two, and it has great synergy with Long Stride.
Fierce Presence: Gain +4 Presence. Too low-value for a mastery, I think…
Enduring Flame: Jodariel’s pyre gains +35. A pretty decent pick.
Greater Banishment: Any adversary banished by Jodariel takes 30% more time to return. Also a decent Mastery.

Rukey

Rukey – Maneuvers of Many-Mane

Cloud Jump: Rukey can jump twice while airborne.
Lightning Run: Rukey runs faster.
Lucky Break: If banished, Rukey has a 50% chance to return in 1s. A decent pick.
Moon Sault: Rukey can jump for a third time while airborne. All skills in this tree seem to synergize with each other pretty well, making Rukey a swift if not relentless dashing machine.

Rukey – Traits of the Alpha-Chief

Glory Dive: Deal an additional 5 when plunging.
Keen Eye: Aura-cast 50% farther. Rukey’s special talisman seems to synergize with this pretty well.
Explosive Temper: When auracast banishes an adversary, Rukey causes an aura burst at the spot. The size of the burst is almost the same as a Sap’s default aura(21 presence).
Guiding Light: Rukey is no longer banished when he plunges into the pyre. This Mastery is just too good.

The Moon-Touched Girl

The Moon-Touched Girl – Tricks of the Rope-Caller

Heightened Reflex: The brief charge-up time before she jumps or sprints is eliminated. Essential.
Traitor’s Flight:The moon-touched girl jumps about 25% farther.
Webbed Feet: When sprinting, the moon-touched girl slows nearby adversaries. The AOE is not very impressive.
False Step: If banished while jumping, the moon-touched girl instantly return to the origin of the jump. I’m not sure of this Mastery, because it is rather passive and cannot be abused.

The Moon-Touched Girl – The Grand Traitor’s Learnings

Snap Cast: Although Savage’s cast ability is just so-so, without this Mastery it is almost bad.
Quick Fling: The moon-touched girl flings the orb almost twice as fast and twice as far. Too good, especially if you wish to build her as a flinging machine.
Sudden Grasp: After saluting, the moon-touched girl automatically leaps towards the orb, if no one has it. Another great Mastery.
Dark Vigor: While grasping the orb, the moon-touched girl can sprint and jump without using stamina. Almost broken, if you ask me.

Ti-zo

Ti-zo – Secrets of the Accursed Imp

Elusive Nature: Ti-zo flutters and zips faster. Don’t know about flutter, but with this Mastery Ti-zo zips almost 50% farther, which I think essential for any build.
Safe Return: After imploding, Ti-zo returns twice as fast(from 4s to 2s).
Titan’s Rage: Ti-zo’s implode radius is enhanced for about 25%. It’s a remarkable enhancement for his implode ability.
Inner Glory: It seems the effect is +10 glory, which makes Ti-zo much more efficient for dousing.

Ti-zo – Flights of the Swallow

Moon Sign: If banished, Ti-zo leaves a portal at the spot that he and his allies can transport to from about their pyre.
Last Laugh: If banished without holding the orb, Ti-zo automatically casts his implode ability.
Wild Heart:After saluting, Ti-zo transforms into a Howler(which moves faster but has no ability) or turn back. A trap, don’t pick this.
Star Sign: Ti-zo’s portal temperarily offers infinite stamina. Now this is interesting. The idea of this tree(except Wild Heart) is to have Ti-zo rush towards the vicinity of the orb and manage to suicide, banishing adversaries with his implode ability as well as leaving a portal for his allies to enter. The ally will easily grasp the orb because of the portal and the fact that his adversaries are somehow banished, then play around surviving adversaries with his infinite stamina.

Sir Gilman

Sir Gilman – Depth of the Sea-Sojourner

Valiant Return: If Sir Gilman and his allies are banished, Gilman instantly return.
Stunning Claim: Once per round, while saluting, Sir Gilman freezes all exiles for 3s, including himself. The only perk of this Mastery is that you can recover stamina while been frozen.
Heroic Stand: If all his allies are banished, Sir Gilman moves faster and temporarily have infinite stamina. Not sure of this one because it is too passive. Besides, the infinite stamina duration is relatively short.
Seized Chance: For 10 seconds after he banishes an adversary, Sir Gilman deals an additional 10 to the adversary’s pyre. Great pick, until you realize he doesn’t have very effective ways to banish his adversaries.

Sir Gilman – Tactics of the Underking

Avenging Aid: If Sir Gilman banishes an adversary, one of his banished ally shall instantly return.
Quick Draw: After slasing, Sir Gilman can slash back instantly.
Greater Cleave: Sir Gilman’s slashing ability has a greater AOE. His radius is increased by about 60%.
Vigorous Slash: If slashing back, Sir Gilman recovers all his stamina. This tree focuses on Gilman’s slashing ability. Greater Cleave enables him to banish more effectively. Avenging Aid makes his banishment more valuable. Quick Draw means he doesn’t have to land in a random place by slashing. Vigorous Slash enhances his consistency while slashing.

Pamitha

Pamitha – Wings of the Matriarch

Swift Flight: Pamitha flies faster. Don’t percept any difference though.
Shrike Dash: Pamitha dashes in a faster succession and for less stamina(can cast 3 times instead of twice in a row, and with less delay).
Sleight Wing: After saluting, Pamitha switches place to the nearest ally and the player automatically controls the switched ally instead. This means you can deplete Pamatha’s stamina dashing to a certain point(the orb, for example) and switch to the nearest ally whose stamina is full. There can be other interesting strategies I haven’t discovered yet.
Greater Celerity: +8 quickness.

Pamitha – Ways of the Highwing

Winged Fury: For 5 seconds, if Pamitha banishes an adversary, she moves 30% faster.
Fell Swoop: While aura casting, right-click again to cast an additional aura burst. The area of the burst is greater than a Demon’s default aura(25 presence).
Relentless Pursuit: If banished while Winged Fury is active, Pamitha returns twice as fast.
Natural Superiority: +4 presence, +4 quickness, +4hope.

Volfred

Volfred – Legacies of Old Hundred-Minds

Guardian Sapling: If Volfred is banished, a sapling will spawn near his pyre until he returns.
Sturdy Sapling: Volfred’s saplings spread faster and gain a greater(about 25%) aura.
Unstable Sapling: Press “T” to cause Volfred’s sapling to explode with a disgusting range.
Numbing Gust: If Volfred and his allies are banished, all adversaries are slowed and cannot use ability. This tree focuses Volfred’s defensive ability. Guardian Sapling and Numbing Gust offers the ability to hinder your adversary after banishment, and Sturdy Sapling greatly enhances his sapling as a defensive tool. Unstable Sapling is just too good, just look at the impossibly large AOE.

Volfred – Grasp of the Philosopher

Final Kindling: If Volfred’s pyre is extinguished, it instantly regains +10. Once per Rite. Too low-value.
Guardian Shield: Volfred’s shield ability protects allies as well. Not sure about this one.
Steadfast Hope: +5 hope. Too low-value.
Miracle Kindling: If Volfred’s pyre is extinguished, it instantly regains +40. Finally a decent Mastery after all these nonsence.

Bertrude

Bertrude – Passions of the Wild Witch

Hex of Defeat: If her pyre is less than her adversaries’, Bertrude deals an additional 5.
Greater Blast: Bertrude’s aura blast thrusts in a greater fan(from about 75° to about 105°).
Sudden Blast: Bertrude’s charge-up time before she can cast her aura blast is greatly reduced.
Stubborn Flame If Bertrude’s pyre is less than her adversaries’, her adversaries deal 10 less. This tree focuses on Bertrude’s aura cast ability and gains bonuses when your opponents are at a upper hand. With Sudden Blast, her aura cast is really convenient. Stubborn Flame can greatly reduce the threats of 15-dealers, such as Curs and Wyrms.

Bertrude – Sorceries of the Southern Bog

Hex of Victory: Bertrude deals an additional 5 when her pyre is greater than her adversaries’.
Vital Pounce: If Bertrude’s pounce makes an adversary stagger, she regains all her stamina. This Mastery can be tricky. If she pounces directly into an adversary, she would be banished by their aura. So you’ll have to pounce where there is no potential aura while your pounce can stagger opponents.
Serpent Swiftness: Bertrude slithers with 50% less stamina and 30% faster. Too good.
Feral Curse: Once per turn, after saluting, Bertrude turns her adversaries into Howlers(fast but with no ability).

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