Decent damage and will hit in a cleave motion.
Reaver’s Axe (Two-Handed Axe): looted from a body on Bloodmoon Island at X: 375, Y: 415.Standard boots that also give a bonus to Pyrokinetic. Flashing Footsteps (Boots): inside a chest in Reaper’s Coast X: 650, Y: 200.Gives bonuses to Two-Handed and extra movement. Emarch (Body): sold by Basatan the Wishmaster in the Advocate’s encampment on Bloodmoon Island.
Lowers movement, but prevents being teleported by the enemy. Antique Armor (Body): found inside a chest at Reaper’s Coast X: 630, Y: 410.Decent armor with Fire resist and will reflect back Fire damage when hit. Hildur’s Plate (Body): bought (or stolen) from Hilde in Fort Joy.While most gear will be found in random chests and bought from merchants, there is some unique equipment to search for: Silencing Stare (3 Necromancer): Deals damage to Magic armor (not Health) and can cause Silence.Will Petrify enemies that lack Magical armor. Medusa Head (2 Polymorph): deal Earth damage around you based on Strength score.Use this to get out of (or into) trouble areas. Uncanny Evasion (2 Aerotheurge): Greatly increases your evasion and movement.Breathing Bubble (1 Aerotheurge, 1 Warfare): makes you immune to Silence, Suffocate, and ignore cloud effects.Vacuum Touch (1 Aerotheurge, 1 Necromancer): cause melee range Air damage, and cause Suffocate, which deals direct damage to Magic Armor (but not Health) each turn.Blinding Radiance (1 Aerotheurge): Deals a moderate amount of Air damage, but also grands a Blind aura.If you have Torturer this will deal extra Poison damage and Entangle, even if the enemy has Magic armor left. Worm Tremor (3 Geomancer): Deals Earth damage in an area.Really good when paired with Poison Wave and other surfaces made by your allies. Siphon Poison (3 Geomancer): absorb Poison clouds and surfaces and boost your Poison based weapon damage.Also gives immunity to Poison and Earth damage. Poison Wave (2 Geomancer): creates Poison damage clouds.Venom Coating (1 Geomancer, 1 Scoundrel): Grants extra poison damage to your attacks.Also, once again a great skill more for procs than raw damage. Onslaught (3 Warfare): Hit the enemy multiple times for reduced damage.Really powerful if you have proccing attacks, like Master of Sparks or Firebrand. Whirlwind (2 Warfare): hit everyone around you.Phoenix Dive (2 Warfare): jump to a location and create more Fire surfaces.Blitz Attack (2 Warfare): hit and jumps between two targets.Can inflict Cripple if the enemy has no Physical armor. Crippling Blow (1 Warfare): attack in a cleaving motion and deal extra damage.Mainly reserve this when Master of Sparks in on cooldown, or you need a ranged attack. Epidemic of Fire (3 Pyrokinetic): a flame jets between up to five targets for massive Fire damage, and creates Cursed Fire surfaces.Both you and allies can trigger Fire damage sparks, and they bounce to even more targets. Master of Sparks (2 Pyrokinetic, 2 Warfare): a supped up version of Sparking Swings.Firebrand (3 Pyrokinetic) grants you and close by allies extra Fire damage to their melee and ranged attacks.Fire Whip (2 Pyrokinetic): hit a single target for heavy Fire damage, and may cause Blind and Burning.Warning, this can hurt close by allies and NPCs. Supernova (2 Pyrokinetic): ignite a small area around you in Fire.Really good on bosses and other strong single targets. Spontaneous Combustion (2 Pyrokinetic): either cause Burning on a target or removes Burning and causes high bonuses damage.Fireball (2 Pyrokinetic): sends out a burst of Fire that does heavy damage and leaves a surface.Bleed Fire (1 Pyrokinetic, 1 Polymorph): causes enemies to bleed out and make Fire surfaces.Throw Explosive Trap (1 Pyrokinetic, 1 Huntsman): lay down a trap take can easily be triggered by other magical spells.A great start to Fire and Burning mayhem. Sparking Swings (1 Pyrokinetic, 1 Warfare): your melee attacks produce a flame that bounces to another target.With Gift Bags, Sadist will deal Fire damage on Burning targets. For new Talents aim for Executioner to regain AP, Hothead for critical hit rate, and Elemental Affinity to reduce AP costs if you are using more spells than pure melee also get Savage Sortilege to gain magic criticals.