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

"
AnubixcZ wrote:
There are a lot of bad informations about this build in this thread. Owner did really good job, but there should be more information on first page about how build works.

I play HC, lvl 90, killed 3x conquerors so Awakened 3 on 5-link. Running red maps now, hitting mobs on 1-3 stages, just clicking shots, some rares need 10-20 stacks, no cluster jewels yet.

First of all, you can play Life, CI or Low Life Version of this build, everything works. Low Life version allow u to run some defensive auras, cause heralds doesnt do much in dmg and u literarry need only Malevolence and Hatred. CI version is expansive, but way to go when i got money. You can be 8k ES with block and ES on block, quite tanky, good regen.

Divine Ire shot due to Elementalist ascendancy can IGNITE and thats where we go. First we need to do as much as possible BIG HIT on begin, because IGNITE base dmg come from it. So everything that boost our first hit is good (+1 light and spell gems improve divine ire gem level, thats dmg), phys dmg as extra chaos/light dmg is much better, we also get dmg as extra dmg from flasks (taste of hate, atziri promise) and from aura Hatred (phys dmg as extra cold). What we really dont want is any FIRE DMG or FIRE DMG TO SPELLS. We dont want to do FIRE DMG with divine ire, cause it destroy our Elemental Equilibirum, which is mega boost.

But true numbers you always see in your PoB. It's hard to say what scale best on your current gear and setup.


After we do big hit with divine ire, enemy become ignited and there goes our next bonuses from gear and gems:
inc fire damage multiplier over time = BEST
inc fire damage over time
inc damage over time
inc burning damage
inc fire dmg

Ignite damage is for some time (+- 8 sec), so DPS is different from Total Ignite Damage. When DPS is 500 000 dmg and ignite is for 8 sec, then total ignite damage is 4 mil. And there goes one of the best ignite DPS mods - Ignites you inflict deal Damage faster. What does it mean?

Total ignite DPS stay same, but duration is lower, because it happens faster. Due to this our DPS increase and ignite duration is shorter.

There exist one big item for ignite builds, but it works only for attack - https://pathofexile.gamepedia.com/Dyadian_Dawn .

But there is possibility to get ignite faster from medium cluster jewel and hunter boots.
15% is for medium cluster jewel
boots are this hunter mod:
Ignites you inflict deal Damage (11–15)% faster
(10–20)% increased Ignite Duration on Enemies

Lets example:
Imagine your ignite DPS for 20 stages of divine ire is 5 mil and it longs for 8 sec (total dps 40 mil). Just with hunter boots 15% faster ignite and 20 % inc ignite duration, what happen? From 8 sec is now 9.6 sec (so total ignite dmg is 48 mil), but ignite deal damage 15% faster - so total ignite dmg is still 48 mil, but it happens 15% faster - so 8,16 sec. What are new numbers?
Total DPS 48 mil for 8,16 sec, so 5.88 mil DPS. Our boots gave us nearly 1 mil dps more. Its late so maybe i coutned something but, but principle should be clear.


So this build is from my perspective VERY OP. It's not zoom zoom and if u play fast, go some SC fast [Removed by Support]. Literary without any special items you can run into yellow and first red maps, everything scales with gems, ascendancy and some passive tree nodes.

Options to scale dmg are lot, unique flasks, expansive wand, hunter boots and cluster jewels. With this u should not have problem to kill Sirus 8. Boss fights are quite nice, because u shot Divine Ire and then u can 5 - 8 sec run around, because u are dealing damage over time. When ignite expire, u have to shoot again, but within this time u can just dodge and thats best defensive layer. Bosses with talk phase like sirus, uber elder, shaper etc.. give u big advantage, u can prepare 20 stages of Divine Ire before they become targetable. There is few sec when dmg is lower (ggg added this protection because of miners who can prestack 23 mines and then release chain with mega dmg), but rest of sec your ignite dmg is going full. Thats big advantage compared to miners for example.

I was lookin for poe.ninja and lot of big lvl players are playing this build wrong, with fire dmg on wands etc... So yea for begginers this build can be complicated, but if u know whats happing here, you can play really good build, which can scale to end and kill everything in this game.



can u show ur character?
Last edited by Al_GGG#0000 on Apr 1, 2021, 7:16:24 PM
Thank you all for the great responses! I look forward to growing with this build!
"
AnubixcZ wrote:
There are a lot of bad informations about this build in this thread. Owner did really good job, but there should be more information on first page about how build works.

I play HC, lvl 90, killed 3x conquerors so Awakened 3 on 5-link. Running red maps now, hitting mobs on 1-3 stages, just clicking shots, some rares need 10-20 stacks, no cluster jewels yet.

First of all, you can play Life, CI or Low Life Version of this build, everything works. Low Life version allow u to run some defensive auras, cause heralds doesnt do much in dmg and u literarry need only Malevolence and Hatred. CI version is expansive, but way to go when i got money. You can be 8k ES with block and ES on block, quite tanky, good regen.

Divine Ire shot due to Elementalist ascendancy can IGNITE and thats where we go. First we need to do as much as possible BIG HIT on begin, because IGNITE base dmg come from it. So everything that boost our first hit is good (+1 light and spell gems improve divine ire gem level, thats dmg), phys dmg as extra chaos/light dmg is much better, we also get dmg as extra dmg from flasks (taste of hate, atziri promise) and from aura Hatred (phys dmg as extra cold). What we really dont want is any FIRE DMG or FIRE DMG TO SPELLS. We dont want to do FIRE DMG with divine ire, cause it destroy our Elemental Equilibirum, which is mega boost.

But true numbers you always see in your PoB. It's hard to say what scale best on your current gear and setup.


After we do big hit with divine ire, enemy become ignited and there goes our next bonuses from gear and gems:
inc fire damage multiplier over time = BEST
inc fire damage over time
inc damage over time
inc burning damage
inc fire dmg

Ignite damage is for some time (+- 8 sec), so DPS is different from Total Ignite Damage. When DPS is 500 000 dmg and ignite is for 8 sec, then total ignite damage is 4 mil. And there goes one of the best ignite DPS mods - Ignites you inflict deal Damage faster. What does it mean?

Total ignite DPS stay same, but duration is lower, because it happens faster. Due to this our DPS increase and ignite duration is shorter.

There exist one big item for ignite builds, but it works only for attack - https://pathofexile.gamepedia.com/Dyadian_Dawn .

But there is possibility to get ignite faster from medium cluster jewel and hunter boots.
15% is for medium cluster jewel
boots are this hunter mod:
Ignites you inflict deal Damage (11–15)% faster
(10–20)% increased Ignite Duration on Enemies

Lets example:
Imagine your ignite DPS for 20 stages of divine ire is 5 mil and it longs for 8 sec (total dps 40 mil). Just with hunter boots 15% faster ignite and 20 % inc ignite duration, what happen? From 8 sec is now 9.6 sec (so total ignite dmg is 48 mil), but ignite deal damage 15% faster - so total ignite dmg is still 48 mil, but it happens 15% faster - so 8,16 sec. What are new numbers?
Total DPS 48 mil for 8,16 sec, so 5.88 mil DPS. Our boots gave us nearly 1 mil dps more. Its late so maybe i coutned something but, but principle should be clear.


So this build is from my perspective VERY OP. It's not zoom zoom and if u play fast, go some SC fast [Removed by Support]. Literary without any special items you can run into yellow and first red maps, everything scales with gems, ascendancy and some passive tree nodes.

Options to scale dmg are lot, unique flasks, expansive wand, hunter boots and cluster jewels. With this u should not have problem to kill Sirus 8. Boss fights are quite nice, because u shot Divine Ire and then u can 5 - 8 sec run around, because u are dealing damage over time. When ignite expire, u have to shoot again, but within this time u can just dodge and thats best defensive layer. Bosses with talk phase like sirus, uber elder, shaper etc.. give u big advantage, u can prepare 20 stages of Divine Ire before they become targetable. There is few sec when dmg is lower (ggg added this protection because of miners who can prestack 23 mines and then release chain with mega dmg), but rest of sec your ignite dmg is going full. Thats big advantage compared to miners for example.

I was lookin for poe.ninja and lot of big lvl players are playing this build wrong, with fire dmg on wands etc... So yea for begginers this build can be complicated, but if u know whats happing here, you can play really good build, which can scale to end and kill everything in this game.


Thank you for this. I'm planning to switch to this build from Flameslinger Elementalist once I'm done with mapping a bit more/focusing more on bosses and this info is pretty essential information that should definitely be in the OP.
Last edited by Al_GGG#0000 on Apr 1, 2021, 7:15:29 PM
"
AnubixcZ wrote:
There are a lot of bad informations about this build in this thread. Owner did really good job, but there should be more information on first page about how build works.

I play HC, lvl 90, killed 3x conquerors so Awakened 3 on 5-link. Running red maps now, hitting mobs on 1-3 stages, just clicking shots, some rares need 10-20 stacks, no cluster jewels yet.

First of all, you can play Life, CI or Low Life Version of this build, everything works. Low Life version allow u to run some defensive auras, cause heralds doesnt do much in dmg and u literarry need only Malevolence and Hatred. CI version is expansive, but way to go when i got money. You can be 8k ES with block and ES on block, quite tanky, good regen.

Divine Ire shot due to Elementalist ascendancy can IGNITE and thats where we go. First we need to do as much as possible BIG HIT on begin, because IGNITE base dmg come from it. So everything that boost our first hit is good (+1 light and spell gems improve divine ire gem level, thats dmg), phys dmg as extra chaos/light dmg is much better, we also get dmg as extra dmg from flasks (taste of hate, atziri promise) and from aura Hatred (phys dmg as extra cold). What we really dont want is any FIRE DMG or FIRE DMG TO SPELLS. We dont want to do FIRE DMG with divine ire, cause it destroy our Elemental Equilibirum, which is mega boost.

But true numbers you always see in your PoB. It's hard to say what scale best on your current gear and setup.


After we do big hit with divine ire, enemy become ignited and there goes our next bonuses from gear and gems:
inc fire damage multiplier over time = BEST
inc fire damage over time
inc damage over time
inc burning damage
inc fire dmg

Ignite damage is for some time (+- 8 sec), so DPS is different from Total Ignite Damage. When DPS is 500 000 dmg and ignite is for 8 sec, then total ignite damage is 4 mil. And there goes one of the best ignite DPS mods - Ignites you inflict deal Damage faster. What does it mean?

Total ignite DPS stay same, but duration is lower, because it happens faster. Due to this our DPS increase and ignite duration is shorter.

There exist one big item for ignite builds, but it works only for attack - https://pathofexile.gamepedia.com/Dyadian_Dawn .

But there is possibility to get ignite faster from medium cluster jewel and hunter boots.
15% is for medium cluster jewel
boots are this hunter mod:
Ignites you inflict deal Damage (11–15)% faster
(10–20)% increased Ignite Duration on Enemies

Lets example:
Imagine your ignite DPS for 20 stages of divine ire is 5 mil and it longs for 8 sec (total dps 40 mil). Just with hunter boots 15% faster ignite and 20 % inc ignite duration, what happen? From 8 sec is now 9.6 sec (so total ignite dmg is 48 mil), but ignite deal damage 15% faster - so total ignite dmg is still 48 mil, but it happens 15% faster - so 8,16 sec. What are new numbers?
Total DPS 48 mil for 8,16 sec, so 5.88 mil DPS. Our boots gave us nearly 1 mil dps more. Its late so maybe i coutned something but, but principle should be clear.


So this build is from my perspective VERY OP. It's not zoom zoom and if u play fast, go some SC fast [Removed by Support]. Literary without any special items you can run into yellow and first red maps, everything scales with gems, ascendancy and some passive tree nodes.

Options to scale dmg are lot, unique flasks, expansive wand, hunter boots and cluster jewels. With this u should not have problem to kill Sirus 8. Boss fights are quite nice, because u shot Divine Ire and then u can 5 - 8 sec run around, because u are dealing damage over time. When ignite expire, u have to shoot again, but within this time u can just dodge and thats best defensive layer. Bosses with talk phase like sirus, uber elder, shaper etc.. give u big advantage, u can prepare 20 stages of Divine Ire before they become targetable. There is few sec when dmg is lower (ggg added this protection because of miners who can prestack 23 mines and then release chain with mega dmg), but rest of sec your ignite dmg is going full. Thats big advantage compared to miners for example.

I was lookin for poe.ninja and lot of big lvl players are playing this build wrong, with fire dmg on wands etc... So yea for begginers this build can be complicated, but if u know whats happing here, you can play really good build, which can scale to end and kill everything in this game.



Can you share a POB?
Last edited by Al_GGG#0000 on Apr 1, 2021, 7:15:10 PM
I am honestly thinking about rolling either with Covenant for BM and freeing 4 points from Sovereignty or with Inpulsa for shock + exploade
"
AnubixcZ wrote:
There are a lot of bad informations about this build in this thread. Owner did really good job, but there should be more information on first page about how build works.

I play HC, lvl 90, killed 3x conquerors so Awakened 3 on 5-link. Running red maps now, hitting mobs on 1-3 stages, just clicking shots, some rares need 10-20 stacks, no cluster jewels yet.

First of all, you can play Life, CI or Low Life Version of this build, everything works. Low Life version allow u to run some defensive auras, cause heralds doesnt do much in dmg and u literarry need only Malevolence and Hatred. CI version is expansive, but way to go when i got money. You can be 8k ES with block and ES on block, quite tanky, good regen.

Divine Ire shot due to Elementalist ascendancy can IGNITE and thats where we go. First we need to do as much as possible BIG HIT on begin, because IGNITE base dmg come from it. So everything that boost our first hit is good (+1 light and spell gems improve divine ire gem level, thats dmg), phys dmg as extra chaos/light dmg is much better, we also get dmg as extra dmg from flasks (taste of hate, atziri promise) and from aura Hatred (phys dmg as extra cold). What we really dont want is any FIRE DMG or FIRE DMG TO SPELLS. We dont want to do FIRE DMG with divine ire, cause it destroy our Elemental Equilibirum, which is mega boost.

But true numbers you always see in your PoB. It's hard to say what scale best on your current gear and setup.


After we do big hit with divine ire, enemy become ignited and there goes our next bonuses from gear and gems:
inc fire damage multiplier over time = BEST
inc fire damage over time
inc damage over time
inc burning damage
inc fire dmg

Ignite damage is for some time (+- 8 sec), so DPS is different from Total Ignite Damage. When DPS is 500 000 dmg and ignite is for 8 sec, then total ignite damage is 4 mil. And there goes one of the best ignite DPS mods - Ignites you inflict deal Damage faster. What does it mean?

Total ignite DPS stay same, but duration is lower, because it happens faster. Due to this our DPS increase and ignite duration is shorter.

There exist one big item for ignite builds, but it works only for attack - https://pathofexile.gamepedia.com/Dyadian_Dawn .

But there is possibility to get ignite faster from medium cluster jewel and hunter boots.
15% is for medium cluster jewel
boots are this hunter mod:
Ignites you inflict deal Damage (11–15)% faster
(10–20)% increased Ignite Duration on Enemies

Lets example:
Imagine your ignite DPS for 20 stages of divine ire is 5 mil and it longs for 8 sec (total dps 40 mil). Just with hunter boots 15% faster ignite and 20 % inc ignite duration, what happen? From 8 sec is now 9.6 sec (so total ignite dmg is 48 mil), but ignite deal damage 15% faster - so total ignite dmg is still 48 mil, but it happens 15% faster - so 8,16 sec. What are new numbers?
Total DPS 48 mil for 8,16 sec, so 5.88 mil DPS. Our boots gave us nearly 1 mil dps more. Its late so maybe i coutned something but, but principle should be clear.


So this build is from my perspective VERY OP. It's not zoom zoom and if u play fast, go some SC fast [Removed by Support]. Literary without any special items you can run into yellow and first red maps, everything scales with gems, ascendancy and some passive tree nodes.

Options to scale dmg are lot, unique flasks, expansive wand, hunter boots and cluster jewels. With this u should not have problem to kill Sirus 8. Boss fights are quite nice, because u shot Divine Ire and then u can 5 - 8 sec run around, because u are dealing damage over time. When ignite expire, u have to shoot again, but within this time u can just dodge and thats best defensive layer. Bosses with talk phase like sirus, uber elder, shaper etc.. give u big advantage, u can prepare 20 stages of Divine Ire before they become targetable. There is few sec when dmg is lower (ggg added this protection because of miners who can prestack 23 mines and then release chain with mega dmg), but rest of sec your ignite dmg is going full. Thats big advantage compared to miners for example.

I was lookin for poe.ninja and lot of big lvl players are playing this build wrong, with fire dmg on wands etc... So yea for begginers this build can be complicated, but if u know whats happing here, you can play really good build, which can scale to end and kill everything in this game.



This post was extremely helpful for me! thank you

do you have any advice for crafting for better gear?
Last edited by Al_GGG#0000 on Apr 1, 2021, 7:14:31 PM
"
AnubixcZ wrote:
There are a lot of bad informations about this build in this thread. Owner did really good job, but there should be more information on first page about how build works.

I play HC, lvl 90, killed 3x conquerors so Awakened 3 on 5-link. Running red maps now, hitting mobs on 1-3 stages, just clicking shots, some rares need 10-20 stacks, no cluster jewels yet.

First of all, you can play Life, CI or Low Life Version of this build, everything works. Low Life version allow u to run some defensive auras, cause heralds doesnt do much in dmg and u literarry need only Malevolence and Hatred. CI version is expansive, but way to go when i got money. You can be 8k ES with block and ES on block, quite tanky, good regen.

Divine Ire shot due to Elementalist ascendancy can IGNITE and thats where we go. First we need to do as much as possible BIG HIT on begin, because IGNITE base dmg come from it. So everything that boost our first hit is good (+1 light and spell gems improve divine ire gem level, thats dmg), phys dmg as extra chaos/light dmg is much better, we also get dmg as extra dmg from flasks (taste of hate, atziri promise) and from aura Hatred (phys dmg as extra cold). What we really dont want is any FIRE DMG or FIRE DMG TO SPELLS. We dont want to do FIRE DMG with divine ire, cause it destroy our Elemental Equilibirum, which is mega boost.

But true numbers you always see in your PoB. It's hard to say what scale best on your current gear and setup.


After we do big hit with divine ire, enemy become ignited and there goes our next bonuses from gear and gems:
inc fire damage multiplier over time = BEST
inc fire damage over time
inc damage over time
inc burning damage
inc fire dmg

Ignite damage is for some time (+- 8 sec), so DPS is different from Total Ignite Damage. When DPS is 500 000 dmg and ignite is for 8 sec, then total ignite damage is 4 mil. And there goes one of the best ignite DPS mods - Ignites you inflict deal Damage faster. What does it mean?

Total ignite DPS stay same, but duration is lower, because it happens faster. Due to this our DPS increase and ignite duration is shorter.

There exist one big item for ignite builds, but it works only for attack - https://pathofexile.gamepedia.com/Dyadian_Dawn .

But there is possibility to get ignite faster from medium cluster jewel and hunter boots.
15% is for medium cluster jewel
boots are this hunter mod:
Ignites you inflict deal Damage (11–15)% faster
(10–20)% increased Ignite Duration on Enemies

Lets example:
Imagine your ignite DPS for 20 stages of divine ire is 5 mil and it longs for 8 sec (total dps 40 mil). Just with hunter boots 15% faster ignite and 20 % inc ignite duration, what happen? From 8 sec is now 9.6 sec (so total ignite dmg is 48 mil), but ignite deal damage 15% faster - so total ignite dmg is still 48 mil, but it happens 15% faster - so 8,16 sec. What are new numbers?
Total DPS 48 mil for 8,16 sec, so 5.88 mil DPS. Our boots gave us nearly 1 mil dps more. Its late so maybe i coutned something but, but principle should be clear.


So this build is from my perspective VERY OP. It's not zoom zoom and if u play fast, go some SC fast [Removed by Support]. Literary without any special items you can run into yellow and first red maps, everything scales with gems, ascendancy and some passive tree nodes.

Options to scale dmg are lot, unique flasks, expansive wand, hunter boots and cluster jewels. With this u should not have problem to kill Sirus 8. Boss fights are quite nice, because u shot Divine Ire and then u can 5 - 8 sec run around, because u are dealing damage over time. When ignite expire, u have to shoot again, but within this time u can just dodge and thats best defensive layer. Bosses with talk phase like sirus, uber elder, shaper etc.. give u big advantage, u can prepare 20 stages of Divine Ire before they become targetable. There is few sec when dmg is lower (ggg added this protection because of miners who can prestack 23 mines and then release chain with mega dmg), but rest of sec your ignite dmg is going full. Thats big advantage compared to miners for example.

I was lookin for poe.ninja and lot of big lvl players are playing this build wrong, with fire dmg on wands etc... So yea for begginers this build can be complicated, but if u know whats happing here, you can play really good build, which can scale to end and kill everything in this game.



Do you have a current PoB of your HC build? Looks like your profile isn't public so I couldn't peek at it :)
Last edited by Al_GGG#0000 on Apr 1, 2021, 7:15:44 PM
So... Why so many people have taken EE and they do Fire Damage on their hit?
Do they play around with the elements and do cold damage before igniting, wtf I'm missing?
I play this from league Start with some improvements that work for me.

Today i switched to Golems because the DMG is the same at all, but different play stile if u have 6x meat shield supported golems.

I use 2h Staff that have Fracture mod +3 all Lightning Gems (use Fossil for DMG Multi) and Kaoms Heart (Corrupted cost around 30C).
Some Cluster that can "easy" crafted in Harvest.

Sirus down btw.

6m Ignite DPS
40m Total
45% Phys Reduce
5,2k Life
75/50 Block

Endurance Charge generator from Cluster (Enduring Composure) that boost Immortal Call on every trigger.


Golem Version have the same DMG at all (6m Ignite 40m Total)

But no 75/50 Block
5,2k Life
800 life reg sec
57% Phys Reduce
6 Golems total linked to Meat Shield


The POB for both:
Golem Version
https://pastebin.com/X2xmKsGP

Block Version
https://pastebin.com/vNS2mYtG

I use "Fan the Falmes" from Cluster so i can swap Ignite Profileration for Combustion Support.

"
vollekanne wrote:


I use "Fan the Falmes" from Cluster so i can swap Ignite Profileration for Combustion Support.



You have Cremator allocated on that so Fan the Flames isn't going to work.
Last edited by Saf3tyhazard#3440 on Jan 21, 2021, 5:12:05 PM

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