Sirian's Fire Skills Guide
The definitive resource concerning the Sorceress Fire Tree


FIREBALL

This skill is a prerequisite for Meteor, Enchant and Hydra. For most characters, that is the only reason to invest in this skill. Like Firebolt and Inferno, though, Fireball can be very useful to help you survive until you reach more powerful skills. Unlike Firebolt and Inferno, Fireball can make a legitimate case as a strong primary attack skill. The bigger brothers in the tree may still snicker, but Fireball has damage comparable to Inferno without the handicaps.
Fireball is sort of like a junior version of Glacial Spike. The damage between them is comparable. Fireball's mana cost is slightly lower but so is its area of effect. Glacial Spike has the freeze ability, though, and that puts it miles ahead of Fireball in the final analysis. Fireball does have one thing going for it, though: Fire Mastery can boost damage by as much as 80% or even double. That puts Fireball ahead of GS in damage vs nonresistant foes, but behind the curve vs fire resistant targets.
Make no mistake, though. Fireball is an Area of Effect spell, not a direct missile like Firebolt. What does this mean? Well, generally, not much, except that the damage is done on explosion. In certain circumstances, though, it means an inability to hit a target, as an area spell can only hit targets in the field of play. Bats flying over rivers or outside the bounds of the area, specters over open space in the Arcane Sanctuary, and river hydras, are some examples of monsters outside the field of play (where your character cannot walk).
Fireball is also more handicapped by its smaller area of effect than you might think. What's the difference between 2 and 2.6 yards? Doesn't sound like much. But the area of effect is an AREA, meaning that it covers two dimensions. Fireball covers four square yards, while GS covers over seven square yards (and Meteor covers sixteen square yards!). So when it comes to trying to hit multiple targets with the same blast, fireball has it almost twice as tough as Glacial Spike.
While Fireball has few strengths, it also has few weaknesses. You can effectively use fireball against almost any opponent. The direct targetting and fairly quick shot (faster-moving than GS) make it fairly easily to deliver points on target. You shoot, you hit, for the most part. The greatest drawback of this skill is a complete lack of persistent damage. You must click click click your attack button for every kill. Another drawback is the inability to target opponents in the back lines. One particular situation where this is bad, is when facing greater mummies that continually resurrect skeletons that are blocking your shots from reaching the mummies. You will have to do some creative maneuvering in that situation, either to separate the minions from the mummies, or to charge in to where you can get shots off -- potentially very dangerous.
Fireball's damage is actually comparable to Meteor in terms of mana spent. Meteor at high levels can get some good extra damage from the afterflames, and its area of effect is four times as large, so it's still superior, but in terms of direct damage, Fireball actually holds its own at high skill level. The fact that you can run-n-gun with fireball, maintaining distance and mobility, is what puts it ahead of Inferno in the final equation, at least generally. Inferno can dish damage faster, but requires you to stand still. Standing still is always bad.
Fire Sorcies and Hot Babes can combine Fireball with Blaze for an effective game plan. Fireball can also work well in combination with Blizzard, Nova or Thunderstorm. In multiplayer, Fireball loses some of its edge, as its lack of persistent effects or per-second damage mean that it really feels the pinch of stronger opponents.



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