Made some changes in your inquisitor tree to slot in asenath's gentle touch, The chain explosion should greatly improve mapping/clearing:
https://pastebin.com/BkPSMf40
We can easily switch to a pair of damage rare gloves for big boss fights, just need to make sure the gloves have the exact same intelligence number.
With the damage conversion, we can also switch to different channeling skills like storm burst (100% convert to fire) for some fun variation and possibly even better map clearing.
Can't wait to try this out in 3.17!!
I had a chance to look through this. It looks really good (especially considering it does not have the ~47% buff in it yet for 3.17).
I had some comments/questions:
* Since the gloves provide its own curse, what would you recommend replacing Flammability with since we only do one curse in this set up?
* If going with any set of unique gloves, keep a close eye on the resists. Even in this sample POB, when you disable Wise Oak, all the resists are not capped.
since without hextouch, tempest shield reserves less mana, maybe we can slot in defiance banner.
for ele resistance, we can replace one of the damage jewel with one that has resistance since now we have 3 flexible jewel slots. the damage is already overkill for mapping/clearing. then for boss setup we switch back to rare gloves with resistance, and put back the damage jewel.
it's hard to cap chaos res in the asenath gloves setup but 66% should be enough for mapping. you can always use amethyst flask when mapping to cap chaos res, since the clear speed has been greatly improved in this setup, we can reply on flasks more.
Edit: also storm burst can be an alternative for mapping. while the damage in the gem tool tip seems lower but that is for each of the orbs, with our cast speed, we can cast 8 orbs per second. it has larger aoe and the range is flexible it can reach anywhere in the screen. the tree i shared converts 100% of the damage to fire.
Last edited by 8r3nt#3922 on Jan 28, 2022, 3:39:30 PM
Made some changes in your inquisitor tree to slot in asenath's gentle touch, The chain explosion should greatly improve mapping/clearing:
https://pastebin.com/BkPSMf40
We can easily switch to a pair of damage rare gloves for big boss fights, just need to make sure the gloves have the exact same intelligence number.
With the damage conversion, we can also switch to different channeling skills like storm burst (100% convert to fire) for some fun variation and possibly even better map clearing.
Can't wait to try this out in 3.17!!
I had a chance to look through this. It looks really good (especially considering it does not have the ~47% buff in it yet for 3.17).
I had some comments/questions:
* Since the gloves provide its own curse, what would you recommend replacing Flammability with since we only do one curse in this set up?
* If going with any set of unique gloves, keep a close eye on the resists. Even in this sample POB, when you disable Wise Oak, all the resists are not capped.
since without hextouch, tempest shield reserves less mana, maybe we can slot in defiance banner.
for ele resistance, we can replace one of the damage jewel with one that has resistance since now we have 3 flexible jewel slots. the damage is already overkill for mapping/clearing. then for boss setup we switch back to rare gloves with resistance, and put back the damage jewel.
it's hard to cap chaos res in the asenath gloves setup but 66% should be enough for mapping. you can always use amethyst flask when mapping to cap chaos res, since the clear speed has been greatly improved in this setup, we can reply on flasks more.
Edit: also storm burst can be an alternative for mapping. while the damage in the gem tool tip seems lower but that is for each of the orbs, with our cast speed, we can cast 8 orbs per second. it has larger aoe and the range is flexible it can reach anywhere in the screen. the tree i shared converts 100% of the damage to fire.
Tried it out and I think it does help with clear, but it's not a very noticeable difference for me. I tried not to use it for this map, but I am used to using Infernal Cry at the start of every pack which also has an explode element.
For someone that doesn't consistently use Infernal Cry though, then yes, this change would definitely help with clear.
Wasn't too hard to test either. Stats on my Guardian were close enough that after swapping gloves I just needed to swap my magic ring for one I rolled with strength. I did lose half of my chaos res with the swap though.
Tried it out and I think it does help with clear, but it's not a very noticeable difference for me. I tried not to use it for this map, but I am used to using Infernal Cry at the start of every pack which also has an explode element.
For someone that doesn't consistently use Infernal Cry though, then yes, this change would definitely help with clear.
Wasn't too hard to test either. Stats on my Guardian were close enough that after swapping gloves I just needed to swap my magic ring for one I rolled with strength. I did lose half of my chaos res with the swap though.
If we choose cover in ash for the fire mastery we could get rid of Infernal Cry and use something else though.
Thank you for the test and the video.
I can't say I notice very much difference either.
My playstyle is a little different than yours though. I never stop in front of a pack if I can help it. If I feel like the map has any form of density, I flame dash past the pack, and then cast IC. By doing this there is a decent chance to cover the edge of two packs in ash, and have a much larger explosion. It only works in dense maps though.
My playstyle is a little different than yours though. I never stop in front of a pack if I can help it. If I feel like the map has any form of density, I flame dash past the pack, and then cast IC. By doing this there is a decent chance to cover the edge of two packs in ash, and have a much larger explosion. It only works in dense maps though.
That's a good idea! I've always been a slow mapper and every league I tell myself that I'm going to work on getting more efficient and moving faster, but it never happens. Lol
Tried it out and I think it does help with clear, but it's not a very noticeable difference for me. I tried not to use it for this map, but I am used to using Infernal Cry at the start of every pack which also has an explode element.
For someone that doesn't consistently use Infernal Cry though, then yes, this change would definitely help with clear.
Wasn't too hard to test either. Stats on my Guardian were close enough that after swapping gloves I just needed to swap my magic ring for one I rolled with strength. I did lose half of my chaos res with the swap though.
Did you take the 40% phys to fire conversion fire mastery? it does not show in your tree. if we dont fully convert the explosion dmg to fire, avatar of fire will remove any non-fire damage, resulting in significantly weaker explosions.
also i use lightning warp + less duration, just teleport into packs and everything explodes.
Last edited by 8r3nt#3922 on Jan 28, 2022, 11:04:54 PM
I've tried to replace incinerate in this build and couldn't find a replacement. One of the reason is the helm enchant is just flat out broken. No other skill I know of has a helm enchant that gives it 50% more damage. Divine ire has 40% increased damage, Arc extra chain is 10% more, etc. If you take the helm enchant out of the equation the other skills become more competitive.
Tried it out and I think it does help with clear, but it's not a very noticeable difference for me. I tried not to use it for this map, but I am used to using Infernal Cry at the start of every pack which also has an explode element.
For someone that doesn't consistently use Infernal Cry though, then yes, this change would definitely help with clear.
Wasn't too hard to test either. Stats on my Guardian were close enough that after swapping gloves I just needed to swap my magic ring for one I rolled with strength. I did lose half of my chaos res with the swap though.
Did you take the 40% phys to fire conversion fire mastery? it does not show in your tree. if we dont fully convert the explosion dmg to fire, avatar of fire will remove any non-fire damage, resulting in significantly weaker explosions.
also i use lightning warp + less duration, just teleport into packs and everything explodes.
Holy crap that looks good and that is all with out either the helmet enchant or the skin of the lords!! Wow that is impressive.
I am going to try and create a separate POB with these gloves and see how things look with some tweaks.
Last edited by AndyLovesHisBge#5265 on Jan 29, 2022, 12:10:42 AM
Tried it out and I think it does help with clear, but it's not a very noticeable difference for me. I tried not to use it for this map, but I am used to using Infernal Cry at the start of every pack which also has an explode element.
For someone that doesn't consistently use Infernal Cry though, then yes, this change would definitely help with clear.
Wasn't too hard to test either. Stats on my Guardian were close enough that after swapping gloves I just needed to swap my magic ring for one I rolled with strength. I did lose half of my chaos res with the swap though.
Did you take the 40% phys to fire conversion fire mastery? it does not show in your tree. if we dont fully convert the explosion dmg to fire, avatar of fire will remove any non-fire damage, resulting in significantly weaker explosions.
also i use lightning warp + less duration, just teleport into packs and everything explodes.
Holy crap that looks good and that is all with out either the helmet enchant or the skin of the lords!! Wow that is impressive.
I am going to try and create a separate POB with these gloves and see how things look with some tweaks.
yup explosions feel so good! also that was just a demo i put together im not using any cluster jewels or high end gear. so damage is not even half of what it's supposed to be. but you really just need to kill a few white mobs and everything else will explode.