[1.2] Whaitiri's HC-viable CI Aegis Incinerator

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plasticeyes wrote:
Here's my entry into the CI/incinerator build tree sweepstakes :-)



I went very offensive.

16% spell damage
16% elemental damage
99% fire damage

Might be too much- i give up a lot of block for it which might not be smart...
I think ES and armor is still OK.

Also only 106 points for those of us not expecting to ever get to 100 :-)



Interesting, but i'd favor Spell/Projectile Damage over pure Fire nodes, as it buffs both Incinerates fire part and Added Chaos. But this, with a little tweaks, may work with the DPS version i'll post later.
twitch.tv/enkivt
Just a question, how is this armour will do with this build?

http://pathofexile.gamepedia.com/Incandescent_Heart


Also, my gear. Is it ok or not? If not, where I need to upgrade?
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Ksakep wrote:


Also, my gear. Is it ok or not? If not, where I need to upgrade?

Incandescent Heart is fine, though the Phys Leech is a bit wasted and you have substantially lower ES than with a good rare chest. But it makes this up with less damage taken by elemental hits, which is great especially with the eradication of our beloved Elemental Adaption node.

Your gear is mostly great. I would recommend to switch the gloves to something with 100+ ES, to make up a bit for Incandescent Hearts low ES. A rare wand with good spell damage, cast speed and a high mana regeneration mod would be better than Catalyst, as the elemental damage part doesn't buff Added Chaos, which makes for a good 50% of Incinerates damage. Actually not sure if you need the mana regeneration with a 5L, that'll need some testing after 1.2.

Btw. the guide is now fully updated for 1.2. HYPE!
Will add the DPS version a bit later, after i could test what sounds great in theory.
twitch.tv/enkivt
Last edited by Enki91#7725 on Aug 20, 2014, 11:43:40 AM
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Enki91 wrote:



Interesting, but i'd favor Spell/Projectile Damage over pure Fire nodes, as it buffs both Incinerates fire part and Added Chaos. But this, with a little tweaks, may work with the DPS version i'll post later.


doh! i keep forgetting that, you are absolutely right of course. i don't like taking cast speed in the tree because with echo and faster casting together it seems completely unnecessary. so i think just switch the cast speed nodes for spell damage nodes at the start of the witch area.

i suspect your point is to keep the cast speed and take the spell damage in place of fire nodes, and that is probably a better strategy. certainly it would be very easy to respec between the two to see what worked better.

the other possibility is to spec a lot of cast speed and then replace either FC or echo with fire pen. a lot of incinerator builds seem to really like fire pen, but i haven't found it to be that good. i think that i'll try again.

i like taking the route through harrier since the dreamer cluster is close by and can provide some mana and regen help if needed.

the good news is that the "spine" of the tree is quite strong and it's easy to respec to change the edges of the tree to convert between dps and tanky to see how each works out.

i can't wait for the ES boost !

edit: i just remembered. i was taking the fire specific nodes to try and synergize with fire pen to see how that works out. again, easy to respec if it doesn't.
Last edited by plasticeyes#2789 on Aug 20, 2014, 2:19:38 PM
yay for last minute ES nerfs.
Lol, ES nerfs...

More armoure, more block, more damage, but less ES now...
Hey Enki91 I thought I'll let you know how my build turned out after the patch :D
Maybe you get some ideas from this.

Here is my passive tree after the patch:



My gear:
Spoiler


As you can see I am using Incinerate with added lighting, added chaos, lmp, life leech and spell echo

Mana cost of that 6link was 58 per cast before the patch, it is at 35 now!
With that I can afford to loose some mana regen on the tree.

Spell block is down from 52% to 51% and armor is down from 25k to about 21k.

The tooltip dps is up from about 4.3k to 5.1k with 4 frenzy charges.

All in all I'm very happy with how this char turned out.




Since you are casting 14+ times per second, the Practical Application nodes don't particularly benefit you that much. You still get stunned. You only continue firing one incinerate cast after the stun lands, since the stun lasts longer than the cast you still get interrupted. Unless I am totally wrong and someone can prove that, it is then more practical to choose the 6%ES node over the 15% chance to avoid interruption while casting.
IGN: SlightRedeye
(GMT + 0:00)
Sorry guys fell asleep, used most of yesterday to play and refine my other build, today its this ones turn!

@deepblue: That sounds still pretty strong. The mana cost rework had a bigger impact than i imagined, which is definitely a good thing!

@SlightRedeye: Good point, especially with the stealth ES nerf this 6% node became more attractive than the 15% stun avoidance node.
twitch.tv/enkivt

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