I feel dumb for trying to play fire skills in this patch.

Trying to provide feedback after 3 different builds with fire spells in both patches.
Before I start: To be fair, in 0.1, flameblast + solar orb felt nice. But besides that, none of the skills are good IMO.

Firewall - Only work as a minimal damage boost for projectile spells. Damage is way too low, ignite damage is also way too low. Monsters just pass through it as if it was nothing (it is nothing).

Solar orb - it's stationary, only damage mobs when it "pulses", damage is too low, ignite is also non-existent. I only use it to apply exposure + flameblast at boss fights. IMO it should be able to move and either deals constant damage (remove the pulse) or shoot projectiles as it travels.

Ember fusilade - I don't really understand why this spell works like this... You have to spawn a single orb per cast,unleash helps a little, but it takes too much time to cast all of them anyway, and their damage after casting all of them is also way too low. They're only usable if you're using the wildshards bugged interaction to cut cast time. But you will probably have carpel tunnel by the end of your playtime by doing this. This spell should spawn all orbs when you cast it at least.

Fireball - this spell is the reason I'm doing this post. I used this spell against doryani at act 3 with unleash a few minutes ago. 3 fireballs unleashed for 2k damage. I can't even kill a pack of white mobs with it (I know most of the spells can't rn lol). What if you used Fireball + firewall to turn it into a greater fireball with a lot more damage and area of effect? I don't know... This spell is just bad.

Incinerate - Only works with a specific Pathfinder interaction. Personally, the only reason I use it is to proc CoI. I have a question: Why would you use a spell that needs channeling (also dot) and make you slow walk while white mobs come at you at usain bolt levels of speed? Please, ggg... my favorite is when a fast mob that I can't out run spawn with the mana drain. Its fun to be unable to play the game.

Flameblast - nice damage, nice interaction with solar orb. Cooldown on my only reasonable way to clear packs? Terrible.

Firestorm - well... this is one of the spells of all time for sure... I would rather have a FIRE COMET. Why do we have a FROST COMET instead of a fire one?

Ignite - I feel like if the DoT in this game is not chaos based or a bugged interaction, it just is not worth using.


Living bomb - Unironically, even though staves are unusable, living bomb is a usable skill. Decent AoE, decent damage to clear white mobs. Bad that it's linked to staff. Makes it unusable. Why did you guys made a whole weapon archetype that does not have a single advantage vs wand? I did not play PoE 1 but I heard it's the same there. Why are you guys doing it again?


My point is: none of the fire spells feels good or rewarding to use. I played Last Epoch in the weekend and fire spells there feels so nice, specially as a rune master. I kept thinking: "Why don't we have fire spells like this in PoE 2?"

PoE 2 is the only ARPG that makes me want to come back to play everyday and test new things, but this patch is rough... I hope this feeling changes in the next patches.
Last bumped on Apr 21, 2025, 4:50:18 PM
Fire spells need some love for sure

Besides the point, but comets are made of dust, rock, and ice irl by the way - hence ice comet

Would get behind a fire meteor though!

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