[2.6] Fire Burst Burning Prolif CI Elementalist ✪ Low Budget/Fast ClearSpeed/Shaper viable

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Sianaka wrote:
Why are you running elemental weakness instead of flammability? It seems our lightning/cold damage is much weaker and the added chance to ignite would be beneficial. Or because our crit chance is so high we don't need the added ignite chance?


Non crit ignite is overwritten by crit ignite.
I think non crit ignite is not important for this build.
BallLightning+EleWeakness damage is not high, but it's enough to low HP trash mobs.
Has anyone tested this on higher maps with lmp or gmp? It spreads the fire burst hits out quite a lot, but with prolif and increased aoe this should be a good thing right?
Last edited by Nubman#6211 on Dec 12, 2016, 12:07:26 AM
Are there any uniques that you think would push this even farther? I'm currently leveling this and wondering if there is anything besides dying sun that would make this build even better?
Hey.

What do You think about these items:



should fit the build?

Edit:

Or maybe combo like this:

Last edited by Borehed#6510 on Dec 12, 2016, 4:39:39 AM
"
Nubman wrote:
Has anyone tested this on higher maps with lmp or gmp? It spreads the fire burst hits out quite a lot, but with prolif and increased aoe this should be a good thing right?


Additional projectile is very nice for this build.
I'm planning to gain it from DyingSun.
I think LMP/GMP gem is also good with 6L chest.

If you don't need SRayTotem or Cwdt1,BL-AoE-GMP+OoS-CoH-Curses link works well without 6L.

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Sianaka wrote:
Are there any uniques that you think would push this even farther? I'm currently leveling this and wondering if there is anything besides dying sun that would make this build even better?


I think too many unique CI is fragile.
Curse effect enchant high ES helm
Inc Fire damage,+ES,+20%ES craft opal ring
Leech enchant high ES boots
More ES other pieces
I'm running map for these gears now.

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Borehed wrote:
Hey,What do You think about these items:


I think staff is better for this build.
Bow have coloring problem.
And Gem level mod can't increase FireBurst skill level.

SoulStrike is still great for ES regen/recharge build.
But this build is designed as ES leech build.
So I don't take ES recharge big node.

DW Hysteria weapon gives 2*4L FireBurst.
One big hit is important for burning build.
I don't recommend DW.

Last edited by solencen#4408 on Dec 12, 2016, 6:01:30 AM
Very nice build, actually playing it , lvl 70 but xping very fast.

And got lucky by crafting this beauty :

IGN TylordRampage


The more I play the build, the more I love it.

Here is my complete stuff, staff is now 6S ( sockets/gems are still work in progress... )

Spoiler
IGN TylordRampage
Last edited by Malone#6946 on Dec 14, 2016, 5:04:52 AM
I'm glad to you enjoy this build(๑˃̵ᴗ˂̵)و

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CoolColJ wrote:

I wonder if Emberwake ring would work well with this?

all the prolif'ed ignites would stack, with the skill and ball lightning causing ignites, especially with a LMP/GMP Ball lightning.

I originally was going to do a Sire of Shards, ball lightning trapper, with cluster traps causing massive shotgun and Emberwake prolif'ing ignites


but this skill could work well with it.... maybe :)



---

also you can try the old Cybil's trick

CWDT level 1 + GMP + ball lightning + firestorm to get a lot of leech when hit. And create more fire burst :)

Maybe also with Cast when stunned





Ember has "80%less burning damage" and "Your Critical Strikes do not deal extra Damage".
It's difficult use with this crit build.

I think CWS+Non Stun protection build have potential.
Maybe you can make super lazy build.
Just walk in map=Everything killed by triggered FireBurst.
because of Fire Burst cooldown, it doesnt make much sense to look for more proc when you have already enough by self casting ball lightning..
And because of the cooldown again, I would not remove stun immunity if I can't leech reliably when hit/stun.
IGN TylordRampage
"
solencen wrote:

You have to avoid 'Add fire/cold damage to spell'mod.
It will break EE/Prolif mechanic.


I don't really understand this part.

I undertand the concept of avoiding Fire damage to spells if you don't want to increase the Fire resistance of targets when you use Ball Lightning with Elemental Equilibrium.

But why is Cold damage to spells a problem ?

What is the problem with the Proliferation Mechanic ?

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