[3.13] Divine Ire Igniter Elementalist | 30 Million Damage Pure Lightning Ignites

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Mecielle wrote:
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NSUCK wrote:
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SoupJoond wrote:
Added Glancing Blows to the build because it was only 3 points away for a pretty sizeable defense increase. Also removed Light of Divinity because as was pointed out, it did nothing.


So spell damage does nothing I assume based on this comment?

Looking at the new tree real fast (theory crafting in between projects during the day).

If you remove the str and 2 int nodes between quick recovery and arcanist's dominion you can use the same 3 on the int next to elemental overload and then 12% fire damage and 10% ele damage on the fire walker side.

Move the starting points to the right instead.


That sounds like the new tree doesnt have the update about better pathing?

I mean like this:

https://gyazo.com/06defa6552c32446b6bfc38b5ce3c416

Saves 2 passives when compared to pathing through the area nodes.


Oh woops, forgot to update that. Fixed!
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brandon_X wrote:
Why are people using storm brand with combustion?

Why not wave of conviction with combustion?

WoC should proc -% fire since we have so much increased/more fire damage and not a lot of added lightning (and no added fire).

WoC would then ignite and combustion would apply more -% fire.

Or am I missing something?


Doing any Fire damage whatsoever would negate Elemental Equilibrium.
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Mecielle wrote:

OP made a new character, we may be losing him :D


I'm gonna be honest I wanted to start with a Deadeye but that's always a terrible idea without currency. I got actually a decent amount of money from this build in a very short time so I'm switching to the Deadeye for now :D
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SoupJoond wrote:
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Mecielle wrote:

OP made a new character, we may be losing him :D


I'm gonna be honest I wanted to start with a Deadeye but that's always a terrible idea without currency. I got actually a decent amount of money from this build in a very short time so I'm switching to the Deadeye for now :D


That quote is wrong, wasn't me who said that^^
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SoupJoond wrote:
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brandon_X wrote:
Why are people using storm brand with combustion?

Why not wave of conviction with combustion?

WoC should proc -% fire since we have so much increased/more fire damage and not a lot of added lightning (and no added fire).

WoC would then ignite and combustion would apply more -% fire.

Or am I missing something?


Doing any Fire damage whatsoever would negate Elemental Equilibrium.


That is not true.

You hit with WoC which gives -25% res from exposure and -19% from combustion. This hit also applies +25% fire and lightning res from EE.

You then hit with DI, which resets EE for +25% lightning and cold and -50% fire.

So you end up igniting with DI with -94% fire res.
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Mecielle wrote:
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SoupJoond wrote:
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Mecielle wrote:

OP made a new character, we may be losing him :D


I'm gonna be honest I wanted to start with a Deadeye but that's always a terrible idea without currency. I got actually a decent amount of money from this build in a very short time so I'm switching to the Deadeye for now :D


That quote is wrong, wasn't me who said that^^


THE FORUM GODS HAVE SPOKEN
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brandon_X wrote:
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SoupJoond wrote:
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brandon_X wrote:
Why are people using storm brand with combustion?

Why not wave of conviction with combustion?

WoC should proc -% fire since we have so much increased/more fire damage and not a lot of added lightning (and no added fire).

WoC would then ignite and combustion would apply more -% fire.

Or am I missing something?


Doing any Fire damage whatsoever would negate Elemental Equilibrium.


That is not true.

You hit with WoC which gives -25% res from exposure and -19% from combustion. This hit also applies +25% fire and lightning res from EE.

You then hit with DI, which resets EE for +25% lightning and cold and -50% fire.

So you end up igniting with DI with -94% fire res.


Actually you are completely correct. QoL wise Storm Brand is too nice to not have to repeatedly manual cast Wave of Conviction but technically your version is more guaranteed damage against bosses. If you did this, the Flammability ring would then be a requirement, not an option.
Last edited by SoupJoond#5983 on Jan 16, 2021, 6:16:54 PM
So spell damage doesn't do anything right, based on removing light of divinity? If so, no reason not to path right at the start of witch instead of left.
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NSUCK wrote:
So spell damage doesn't do anything right, based on removing light of divinity? If so, no reason not to path right at the start of witch instead of left.


The updated PoB takes a different route entirely so that is already addressed.
[3.13] Divine Ire Igniter Elementalist

OP could you give this build a little review, since your are changing to a new char. Will you maybe return to this build?

Sincerely,
a worry player of this build.

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