Fire/Poison class guide

Fire/Poison setups by content.

Use Fire/Poison as a DoT and poison-window mage: keep Poison Mist, Creeping Toxin, Flame Haze, Infinity, and Ifrit active long enough for the damage to stack, then tune Crit Rate, Attack Speed, MP sustain, and Defense Penetration to the content.

Current class read

Fire/Poison is strongest when poison uptime is allowed to stack.

Greenbeard's Fire/Poison setup centers on one 4th Job active page. Fire/Poison is not a universal top answer, so use the content result checks to decide when Bishop-style stability, I/L-style farming logic, or boss-specific tuning should move up.

Poison Mist is the setup anchor

Keep the mist page online long enough for Mist Eruption and later poison effects to matter. A short fight can understate Fire/Poison damage.

Damage is spread across ticks

Fire/Poison does not behave like one single large hit. Defense Penetration and uptime become more important when the target survives repeated poison ticks.

MP sustain protects the Final Damage line

Element Amplification needs MP above 50%. If high Attack Speed drains MP, test Icy Soul Rock or MP-related lines before changing the whole setup.

Flame Haze and Ifrit reward longer boss windows

Boss rows should be judged by HP left and timer left after the DoT cycle has time to work, not only by the opening burst.

Infinity is the buff-window check

Line up Infinity before the target that lives. For farming, the same slot matters less than KPM, map contact, and MP stability.

Skills and job data

Use MSI Jobs for exact skill data, then use this page for content setup.

This page starts from the 4th Job Fire/Poison setup. Energy Bolt, Flame Orb, Poison Breath, and Explosion are not shown as final active-tab slots; Mist Eruption, Maple Hero, Arcane Aim, and Fervent Drain are handled as passive effects and timing checks.

4th JobFlame Sweep

Final basic-attack effect and the 4th Job damage floor. Boss Monster Damage masteries make it part of boss checks.

3rd JobPoison Mist

Poison fog setup for Mist Eruption and DoT uptime.

3rd JobCreeping Toxin

Long poison pressure that supports Fervent Drain and sustained targets.

4th JobMeteor Shower

Random-location burst and later final-attack support while in slot.

4th JobFlame Haze

Burn and Poison Mist creation after mastery. Key for longer boss windows.

4th JobInfinity

Stacking Final Damage buff. Time it before the target that survives.

4th JobIfrit

Long summon that gains value from Burn effects after mastery.

PassiveMist Eruption

Triggers from Poison Mist deaths and dissipation. It is not an active auto-tab slot.

Companion and artifact checks

Check these before changing the whole page.

Fire/Poison can look wrong when the test is too short, MP falls below the Final Damage threshold, Crit Rate is not capped, or the content actually rewards I/L-style normal-mob flow.

Normal-mob content can still mirror I/L logic

Chapter Hunt, EXP Dungeon, and Equipment Dungeon usually start from KPM and Normal Monster Damage before boss damage or long DoT windows.

Bishop is the mage fallback when stability matters

When a content setup is unclear, compare Bishop-style Skill Damage and buff-window stability before assuming Fire/Poison should force every line.

Crit Rate decides how much F/P companion support you need

If Crit Rate is short, F/P companion pages can be the practical fix. If Crit Rate is already capped, move those slots into Skill Damage, Boss Damage, Attack Speed, or utility.

Icy Soul Rock is an MP and uptime test

Use it when high Attack Speed or repeated casts drain MP. If MP is already stable, compare the lower artifact slot against score, timer, or boss HP left.

Star Rock is not free damage

Use it in boss-style rows only when the extra damage taken does not cause deaths or break the setup window.

Guild Conquest still starts Shadower

Armor shred and defense-buff removal are the content mechanic. Fire/Poison uses the Shadower main there even though the player class is Fire/Poison.

Content setups

Open the content you are building for.

Each setup follows the Shadower-style shape: two skill tabs, main and alt-main companions, six sub companion pages, ability priority, artifact rank, then swap notes.

Manual timing

Manual Fire/Poison play is about starting the damage early enough.

1Start poison before the target matters

Poison Mist, Creeping Toxin, Flame Haze, and Ifrit need time. Do not judge the page only by the first hit.

2Line up Infinity before the wall

Infinity should already be stacking when the boss, final monster, or scoring target survives.

3Protect MP above 50%

If MP falls, Element Amplification drops value. Test Icy Soul Rock or MP lines before replacing the whole route.

4Move when Teleport helps contact

Teleport is useful when pathing is the reason mobs are not touched. It is weaker when it steals timing from boss windows.

5Stop when the bottleneck changes

If the failure is Crit Rate, misses, survival, or KPM, solve that line instead of forcing more manual inputs.

Cubing priority

Prioritise the lines that make poison damage stick.

  1. Final Damage.Best broad scaling for Fire/Poison's full cycle.
  2. Critical Damage.Strong once Crit Rate is stable.
  3. Defense Penetration.Moves up when poison ticks are hitting durable bosses or high-defense targets.
  4. INT % and Max Damage %.Good later after the main damage buckets are healthy.
  5. Boss or Normal Monster Damage.Match the line to the content instead of following CP.
  6. 4th Job Skill Level.Useful for Flame Sweep, Meteor Shower, Flame Haze, Ifrit, and late Fire/Poison breakpoints.
  7. Attack Speed and Crit Rate checks.Aim for enough speed and 100% Crit Rate, then stop over-investing.
  8. MP sustain and Accuracy.Move these up when MP falls below the threshold or the page is missing.

Star Force priority

Spend Star Force where it changes the next clear.

  1. Unlock the next content gate.Push Star Force first when the requirement blocks the next farm, dungeon, or boss attempt.
  2. Push weapon-side damage when timer is the wall.Stage Breakthrough and boss checks usually need damage before scattered upgrades.
  3. Raise armor when Fire/Poison dies before poison stacks.Boss Raid, Guild War, and PvP can need survivability before more damage matters.
  4. Stop when the bottleneck changes.If the loss is MP, Crit Rate, misses, or manual timing, more Star Force can be the expensive answer to the wrong problem.

Tips and FAQ

Common Fire/Poison checks

  • Do not use 3rd Job leveling tabs as the final guide.This page starts from Greenbeard's 4th Job setup. Earlier leveling pages are intentionally left out.
  • Mist Eruption is passive.It belongs in timing notes and skill reference, not the active auto-tab slots.
  • DoT classes need a fair test window.If the target dies instantly, Fire/Poison's long damage can look weaker than it is.
  • I/L logic still matters for pure farming.When KPM and mob contact decide the result, normal-monster support can beat more boss or DoT tuning.
  • Bishop is the safe mage mirror for unclear rows.If a content setup is thin, compare Skill Damage, MP stability, and buff-window logic before inventing a new Fire/Poison-only rule.
  • Guild Conquest is not a class pride check.Use Shadower main for armor shred because the content asks for it.
Why does every content row use the same skill tabs?

The 4th Job Fire/Poison setup uses one active page. Content rows keep the same active page and change companions, artifacts, and result checks around it.

Should Energy Bolt, Flame Orb, Poison Breath, or Explosion appear?

No for this page. Those are earlier active or basic-attack effects. The final 4th Job guide keeps Flame Sweep as the basic attack and leaves one visual slot empty.

Can Fire/Poison mirror Bishop?

Yes when the unclear part is mage stability, Skill Damage, MP sustain, or buff-window timing. For pure KPM, mirror I/L-style normal-mob logic first.

Is Fire/Poison top boss class?

Treat it as a DoT class with strong long-window checks, not a blanket top-boss claim. Judge boss rows by boss HP left, timer left, poison uptime, MP stability, and Defense Penetration value.

Guide changelog

Updates

  • - Added the Fire/Poison class guide with Greenbeard and Slozin credit, 4th Job skill tabs, content setup rows, companions, artifacts, and matchup checks.
Sources referenced