Skill Reveals - Purifying Flame, Wave of Conviction and Divine Ire

The wave seem to work a little bite like filameblast but without the targeting effect that people like from it. I hope that faster casting mean faster wave, because this skill will be shit except if he do so much damage that one shot kill everything.
RE: Divine Ire

would be even better (IMHO) if there were also threshold jewels (Quest Reward) to change the 2nd part of the skill (the release);

* instead of the rail gun, have a half moon wave like Wave of Conviction,
* or have a circular nova expanding from you outwards.
Wave of Conviction looks very lit
Mehhhhhhhhhhhhh
https://getyarn.io/yarn-clip/988f3369-4b68-4eb9-bc0e-edfce4c3c950
Awesomeness!
(Steam)MickeyDankMouse
(PSN)MickeyDankMouse
(Xbox)MickeyDankMouse
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Is flame totem staying level 4?
When I kill a man he stays dead.
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Haunted_Bacon wrote:
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Wrecker_of_Days wrote:
Sounds awesome! Please explain Exposure.

This. What separates Exposure from just normally reducing Resistances?

From the wording, Exposure is a debuff on the target, which reduces the targets Cold/Fire/Lightning resistance by 25%, similar to how Weakness to Cold/Fire/Lightning curses function.

Speculation:
Probably GGG wants to remove some of the "reduces target's resistance by X%" mods and effects from the game, instead converting those to be Exposure for the same elements. Buffing some in the process, while nerfing others.

This essentially limits reduction of target resistances to Curse + Penetration + Exposure. Rather than Curse + Penetration + X sources of lowered resistances.

This should reduce the number of calculations the server needs to do, since there will be fewer ways to reduce enemy resistance.

It might also make the Inquisitor be the prime candidate for dealing elemental damage to bosses, since he would be the only one capable of reducing enemy resistances to 0 (by virtue of ignoring them), where others might only be able to reduce them down to 10%, though they have other ways to make up for it.
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warfirev wrote:
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Do we get one wave per totem, or one wave per character?


Can we use gmp with it?

Not likely since it's not a projectile. Would be cool if it worked with Spell Cascade though.
Last edited by mireigi#1903 on Feb 26, 2019, 6:54:01 PM
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CixRIP wrote:
.. who the fuck signed off on this?

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However, casting the skill again ends the current wave after a short time.


You literally just trash bagged the skill.

What in gods name can be so horrible about letting the waves ride out? This skill isn't going to outpace other one shot clear builds.. you still have to STOP and cast the skill.

You had something beautiful & went and fucked it up.

It is probably an effort to reduce the likelyhood of off-screening bosses by repeatedly spamming a high-range skill. Yes, other skills can already do this, but that is no reason to introduce more skills, which do the same.

In the end it's about choice. You can either choose to cast less often, enjoying the longer range, and thus safety, albeit at a slightly lower overall damage; or you can get up close, where it is more dangerous, but deal a lot more damage.

It is the same choice that projectile attack builds make when they decide whether or not to incorporate Point Blank into the build or not.

Choice is good.
How does Purifying Flame targeting work on console? Is it always going to hit the closes mob to you? Seems like a waste of the AoE blast...
Xbox Gamertag - Corrison
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