Is there a trick to make ignite actually do damage?
I wanted to play the new Incendiary/RapidShot/Explosive Grenade combo and it would seem that if you need to bounce between three skills to maximize your ignite magnitude then you should actually see the ignite (I don't know) do damage?
The ignites are so slow and very low in DPS, where as (yet again) a lightning skill is just screen-clearing overpowered. I don't get it. Why do they consistently buff one element and then seem to ignore that the rest exist? Maybe I'm missing something here, but ignite just seems to be stupidly undertuned - again. Last bumped on Aug 31, 2025, 2:06:06 AM
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ignite is a damaging ailment (damage over time) like bleed and poison and scales off of a % of the fire hit that triggered it.
Lightning skills are direct hits. Big difference there. You need a big fire hit (like a crit hit) with high magnitude to see a decent ignite tic. Also the target has to be affected with enough flammabilty to be ignited. Last edited by IILU81II#8410 on Aug 31, 2025, 12:21:29 AM
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I am a new casual player since 8 months ago. I just want to echo that it is my dream to make a Ice mercenary work and not cost me hundreds of hours or 60 divines, but is there NO ICE NODES on the lower half of the passive tree. The last 2 season has been over run with the lighting meta that can clear maps with a simple set up. Fire and Cold damage has been abandon on the lower half of the passive tree but there are two pockets of nodes for lightning. I LOVE Fragmentation rounds for its high physical payout but they took that away and made it do some extra cold damage. Now very few people showcase all the same mercenary build. All builds end up as lightning +(Skill). I want variety builds like physical/bleed build, Ice Explosion build, a fire ignite build, a stun/pin armor build or poison implosion build.
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