[1.0.4] CI Flameblast/Infernal Mantle Burning Witch - updated! farm 73map with friendly gears

Great build. As soon as I saw Flameblast I wanted to make use of the Mantle.

Was gonna work on a build when I saw this. So far it works great.
IGN: Caessa_Undying - 4 FPS Immersive Rain 4 Lyfe!

Shop: http://www.pathofexile.com/forum/view-thread/822740
hey miraio, thanks for sharing this build.

Check out this video of my Flameblast Witch doing a lvl 72 rare map


After several characters and builds in poe, this is my favorite one! It's very funny to play, you have a high killspeed and can do maps without problems (I m doing rare +73 maps solo at the moment).

I tried around with flameblast and adepted some stuff from your build/guide and created a high block and spell block build version


Here is my gear (playing Dominion league)

"



I got 58% Blockchance, 47% Spellblock and 4,8k ES. As you can see, my gear is not very good. Especially Spellblock, resistance and ES can be improved easiely.

The gem setups are similar to yours, but I found it hard to get RRRG on ES gloves, boots or head (spend 150 chromatics already), so I decided to go with: CwdT + Bloodrage + Coldsnap + Elemental Prolf (RGBB). Once I got more chromatics, I will change it.
I also like to have a skeleton totem for uniq bossfights, for decreasing the risk of dieing.
I dont have any quality gems, so I have a lower chance to ignite, but the build is also working great. The only difference is when fighting only one target, because you won't ignite it so fast.

So again, thanks for charing and enjoy this awesome build! :)


greetings
Last edited by Norec#3944 on Dec 29, 2013, 8:27:57 PM
really like this build

I followed this build in Dominion
I just reached lv71 and tried to solo a lv70rare map and it is great
cant really oneshot to kill the final boss but still do a lot dmg


Here is my gears
Spoiler


I have a ring +40 dex so i moved one +30dex passive point to +30str.

1 es helmet with 3r1g is the best i can get
cant really afford to make another 3r es glove or boots
Anyway i linked another cwdt to low lvl shock nova and forst wall
and i think they works great, plus they can trigger EE to give flameblast higher dmg

thx for this build~~~
I was pondering something about that build:

Someone proposed that Cold Snap be used with Trap, instead of a direct cast - the suggested skills are Trap, Cold Snap, Increased Area of Effect, Elemental Proliferation. What i was pondering is, why not change Increased Area of Effect with Multiple Traps? I know that Multiple Traps lowers the base damage of the spell, but in this build Cold Snap is not really used to deal damage but for Crowd Control. As such, being able to throw 3 more traps, and throw 2 traps at the same time seems like not a bad idea. Also, at max level Multiple Traps only deals 2% less damage than the base spell. The major downside i see is that it's a Dex skill, making it hard for a wizard to level to 20.

Thoughts?
Hi, have you thought of using dual totems with this build? Like, get ancestral bond and swap life leech gem to spell totem (don't even need to level totem gem). They don't release the blast themselves, but if you recast totems or they get killed by mobs, then blast goes off.
Two totems will do same damage as you would do yourself (tho 30% less cast speed) but you are completely safe against reflect, AND you don't have to stop and channel so you can use the time while totems charge their blasts to freeze/curse/run around which seems to be quite good for survivability. I briefly tested lvl1 flameblast gem with 5-link setup (totem, faster casting, proliferation, and either increased area or conc.effect) in merciless docks and it worked quite good. I could even kill a rare with life regen - and that's with lvl1 gem and 10 (yes, TEN) displayed avg. damage on totem. In addition, i had no damage nodes since i'm specced as support char.

Edit1: while you can't link flameblast to mine or trap directly, you can do it with spell totem, tho not sure if it could be of any good use.

Edit2: on another hand, burn damage will be less with totems since their burns won't stack. So maybe it'd be better to go more for direct damage with totems since you don't need to mess with freeze and can just run around and spam totems.

Edit3: you could use added lightning gem in this setup and combined with ele proli that first totem will shock the whole pack (at 3 stacks i guess), and the second one will immediately hit for increased dmg.
IGN xobot_pentacurse
Last edited by xobot#7649 on Dec 31, 2013, 7:47:20 AM
"
Lyesainer wrote:
I was pondering something about that build:

Someone proposed that Cold Snap be used with Trap, instead of a direct cast - the suggested skills are Trap, Cold Snap, Increased Area of Effect, Elemental Proliferation. What i was pondering is, why not change Increased Area of Effect with Multiple Traps? I know that Multiple Traps lowers the base damage of the spell, but in this build Cold Snap is not really used to deal damage but for Crowd Control. As such, being able to throw 3 more traps, and throw 2 traps at the same time seems like not a bad idea. Also, at max level Multiple Traps only deals 2% less damage than the base spell. The major downside i see is that it's a Dex skill, making it hard for a wizard to level to 20.

Thoughts?


The reasons are the following.

1.Lv20 multiple trap offered 38% "increased damage" and 40% "less damage".

2.
Assumed
increased trap damage = A = 50%
increased spell damage = B = 100%
increased damage = C = 38%

Less damage = D = 40%

spell base damage = Sp

Critical strike bonus
= Cs
= [ 1 - [critical strike chance)] + [(critical strike chance) x (critical strike multiplier)]

a.one trap damage without multiple trap
= Sp x Cs x (1+A+B)
= Sp x Cs x (1+50%+100%)
= Sp x Cs x 2.5

b.one trap damage with multiple trap
= Sp x Cs x (1+A+B+C) x (1 - D)
= Sp x Cs x (1+50%+100%+38%) x 60%
= Sp x Cs x 1.728

The lv20 multiple trap didn't offer 2% less damage. They are different mods. This build didn't own many spell damage / traps damage nodes, so spell trap damage is the worse. Actually, i have tried the multiple trap and the effect is very bad. The frozen duration is indeed the worse.

PS.If you love the power of the cold snap + multiple trap, you can refer to my trap build. :)
http://www.pathofexile.com/forum/view-thread/669129
Completed all challenges in OB and shared my experience. thread/464722
ST Crit Dagger/Discharge build: thread/570185
Freeze! trap build & one of the best party builds: thread/669129
Low life EK scion/MF/block: thread/684037
CI Flameblast/Infernal Mantle Burning Witch: thread/721079
Last edited by miraio#0681 on Dec 31, 2013, 7:36:19 AM
I see. So do you suggest using CS+Trap or simply CS?
"
Lyesainer wrote:
I see. So do you suggest using CS+Trap or simply CS?


Yes, it works pretty good. Cold snap linked trap gave you the more tolerance when cold snap didn't freeze the most monsters once.
Completed all challenges in OB and shared my experience. thread/464722
ST Crit Dagger/Discharge build: thread/570185
Freeze! trap build & one of the best party builds: thread/669129
Low life EK scion/MF/block: thread/684037
CI Flameblast/Infernal Mantle Burning Witch: thread/721079
Last edited by miraio#0681 on Dec 31, 2013, 12:28:00 PM
"
xobot wrote:
Hi, have you thought of using dual totems with this build? Like, get ancestral bond and swap life leech gem to spell totem (don't even need to level totem gem). They don't release the blast themselves, but if you recast totems or they get killed by mobs, then blast goes off.
Two totems will do same damage as you would do yourself (tho 30% less cast speed) but you are completely safe against reflect, AND you don't have to stop and channel so you can use the time while totems charge their blasts to freeze/curse/run around which seems to be quite good for survivability. I briefly tested lvl1 flameblast gem with 5-link setup (totem, faster casting, proliferation, and either increased area or conc.effect) in merciless docks and it worked quite good. I could even kill a rare with life regen - and that's with lvl1 gem and 10 (yes, TEN) displayed avg. damage on totem. In addition, i had no damage nodes since i'm specced as support char.

Edit1: while you can't link flameblast to mine or trap directly, you can do it with spell totem, tho not sure if it could be of any good use.

Edit2: on another hand, burn damage will be less with totems since their burns won't stack. So maybe it'd be better to go more for direct damage with totems since you don't need to mess with freeze and can just run around and spam totems.

Lets analyse them.

1.This build

According to 7.A at first post.

assumed fire resistance of the enemies = 0

Without EE

Fire skill damage = D

Hit damage = D

Burning damage = D x 2.768

Total damage = D x 3.768


With EE

Hit damage = D x 1.5

Burning damage = D x 3.114

Total damage = D x 4.614

Cast speed
Cast speed = 46%(passive tree) + 49%(Q20Lv20 Faster casting) + 18%(wand) = 113%
Max stage(10) time = 3 / (1+113%) = 1.408 sec


2.Use dual totems by this build

Spell totem offered 30% reduced cast speed and 50% less damage.

Without EE

Damage from first totem:

Hit damage = D x 50%

Burning damage = [D x 50%] x 2.768 = D x 1.384


Damage from second totem:

Hit damage = D x 50%

Burning damage = [D x 50%] x 2.768 = D x 1.384

Total damage **** Burning damage can't be accumulated.
= [D x 50%] + [D x 50%] + D x 1.384
= D x 2.384

With EE

I felt sorry. If char picked ancestral bond, EE couldn't be triggered.

Cast speed
Cast speed = 46% + 49% +18% - 30% = 83%
Max stage(10) time = 3 / (1+83%) = 1.64 sec


Conclusion

The biggest damage difference = D x 4.614 - D x 2.384 = D x 2.23
Well, that is huge. XD

Besides, max stage(10) time is the longer, too. It means the difference is over [D x 2.23].
Another disadvantage is "you can't see the stage". My ping is about 180. So when i released the skill at 9 stage, the explosion would occur at 10 stage. I thought the time from casting to explosion is the longer than 1.64 sec when using totems. It's difficult to control the time accurately.

So i didn't suggest you use this build with dual totems.

"

Edit3: you could use added lightning gem in this setup and combined with ele proli that first totem will shock the whole pack (at 3 stacks i guess), and the second one will immediately hit for increased dmg.

I didn't analyse which is the better between increased burning damage and added lighting damage. But if you usually killed monsters by one hit, i thought it didn't need to shock enemies. Maybe it's a good choice at a group. Thanks for your suggestion. :)
Completed all challenges in OB and shared my experience. thread/464722
ST Crit Dagger/Discharge build: thread/570185
Freeze! trap build & one of the best party builds: thread/669129
Low life EK scion/MF/block: thread/684037
CI Flameblast/Infernal Mantle Burning Witch: thread/721079
Last edited by miraio#0681 on Dec 31, 2013, 1:48:39 PM
This looks like a lot of fun, and I'm thinking about trying this build in the One-Week Nemesis race (just for fun, not competitively). Since I might not be able to find Infernal Mantle, I came up with this variant of the build that grabs 100% crit chance with spells. It basically drops the Shield ES nodes for those crit nodes. I also grabbed the Templar 40% mana regen instead of the Scion one, since it seems like you'd have plenty of mana anyway, so you get a bit more AoE radius and damage.

I'm still fairly new to the game, so I wanted to see if anyone has thoughts about this? Mistakes?

Last edited by benloran#6705 on Dec 31, 2013, 3:53:56 PM

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