Mechanical Function
Fire Aura does not have a hit tag, so critical strike is mostly useless here. We will mostly be reliant on fire damage from Ignite, Glyph of Dominion, Fire Aura, Flame Rush, Flame Ward and Frost Wall. The good news is all of this is mostly automated. Only bossing/rares will require more interactions. All of these skills are scaled into fire, as well as maximizes the damage in their respective trees.
Because we can use Frost Wall to proc our Flame Ward and our Flame Ward has the Fire Aura and Eye of Flame we use the wall to do this several times. We also rely on our Arcane Regalia has PrefixIncreased Fire Aura Damage and PrefixChance To Cast Fire Aura On Kill Fire Skills (1 second cooldown in order to snowball this effect. We scale PrefixElemental Damage Over Time anywhere we can as well as PrefixFire Damage or PrefixFire Damage Over Time anywhere else it can fit. This has the planners MAX fire damage over time to 2460%, however the realistic average would be ~2000%. (This does not include the PrefixIncreased Fire Aura Damage % amount) We also have scaled our spell fire damage to ~750%. Needless to say, this can be a significant number in our scaling. Dummy damage was showing between 65k and 75k with my gear being FAR from optimal (I was shy of 1100%).
We also utilize our Flame Ward and Warmth to help us regen mana, as well as the Frost Wall's Crystals of Protection and Howling Rift to give us mana return as well. This will allow us to keep up with 6-8 stacks of Fire Aura without much fuss. This is also how we will clear 99% of any echo. Bossing/Rare however will require us to use our Flame Rush that also lays Glyph of Dominion at the ending location. Our Flame Rush gives us protection as well with Runic Eclipse and Celestial Guidance. It will also produce some ward for us as well. Our Fiery Dragon Shoes give us some defensive layering as well with the reduced damage from crits, as well as decent penetration with Ignite.
We have 2 strong retaliatory mechanics at work here, that both ignite and damage with hits, although we have really skipped on crits to focus on our DoT. Flame Ward is scaled into Telepyrosis in order to punish enemies from afar. This is also the reason we scale into Arcane Projection, so have our Elemental Nova attack AT the enemy regardless of their distance. This ensures all enemies will be hit no matter where they are located. It is cumbersome to run to the feet off enemies, this method increases our clear times significantly.
ITEM NOTE
Our Knowledge of an Erased Mage is rolled with +4 to Flame Ward. You could get away with a +3 or +2. If you are extremally unlucky you can drop the points in Through Flames and the build will function, albeit slightly less top end damage.
Defensive Mechanics
To be frank, there is no special defensive system at work. The exact skill that pumps up our offensive abilities, is the identical skill that pumps our defense. The skill being wFrost Wall which triggers our Flame Ward. We do rely on us having capped resistances and our Fiery Dragon Shoes for some other layering. We do utilize some passives on the Runemaster tree like Mental Catalysis, Arcane Focus, and Transcendence.
Basic Engagement
Start all echoes the same way. Open up with a few Frost Wall in order to pump both our Fire Aura AND Flame Ward. From there, we just cast Frost Wall every few seconds to keep up our generation of both offense and defense. Our retaliatory mechanics and Fire Aura will take care of the rest. Mana management should be your only struggle, but once you understand the timings, you will be fine.
Difficult Engagement / Bossing
Same procedure as above, accept you will be dodging high damage mechanics (as always). Use Flame Rush onto the enemy and it will use Glyph of Dominion for you automatically. While in this glyph you will deal significantly more damage from all DOT fire sources, including throwing on excessive Ignite stacks.