Question about "Inflict Fire Exposure on Hit" and Ignite for RF build.
Hello, sorry if this is in the wrong section.
Here is a PoB for my character if it makes it any easier answering my question. https://pastebin.com/0bsCWMev I am currently playing a RF build and am curious how exactly the "Inflict Fire Exposure on Hit, Applying -% to Fire Resistance" glove enchant works and also how ignite works. From reading the wiki, it seems ignite also applies "on hit" like Exposure. I am using RF and Fire Trap as my main damage abilities. I have a large cluster jewel with Sadist on it and am also running Skitterbots and Tempest Shield to proc shock and chill ailments (for Sadist). I also use Shield Charge, Frostblink (with Hextouch + Elemental Weakness), Infernal Cry and Molten Shell. As for gear, I do have Legacy of Fury which applies Scorch but I am not sure if there is an interaction between scorch and ignite or if scorch counts as a form of ignite. So basically I'm curious if anything that my character does or wears is actually proc'ing the Exposure glove enchant and/or ignite since they are "on hit" effects. If someone would be kind enough to list which, if any, of my abilities are proc'ing either of these two debuffs/ailments, I'd greatly appreciate it. Last bumped on Jul 24, 2023, 12:57:37 PM
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Fire trap is what you are using to proc those, traps aren't you so to speak but they inherit your offensive stats.
That is a bit of a simplification tbh as everything you "hit" with will apply the exposure, so shield charge, frost blink and molten shell when it pops. Ignite is similar though it needs to do some fire damage to ignite which is why I just put this one down as firetrap really. Legacy of fury doesn't cause any problems you can scorch and ignite at the same time. Random side comment but the talk about ignite makes me think you meant for combustion purposes but you aren't actually running combustion, i'd get that on somewhere if you can, probably instead of swift affliction on fire trap as I personally think that ones a dps trap. Last edited by Draegnarrr#2823 on Jul 7, 2022, 7:11:32 AM
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@Draegnarrr - Thank you very much for the reply, I appreciate it!
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" The reasoning for swift (at least vs combustion) is the focus on the dot left on the ground vs the actual trap damage and ignite. Sure, the ignite -res is nice but the gem only adds a 10-19 (1-20) more fire damage. And while adding it would bring my current rf to 50% chance to ignite, the actual ignite damage isn't as impressive after running explosive arrows for a while now. In my current helm I'm running a fire trap, trap and mine damage, life tap and awakened burning backed by 18 conc effect and 30% more elemental. (So no swift for me as well, but it is an option). I'm pretty sure the trap and mine multiplies the burn effect left by the trap too, but I haven't looked too closely in a while. I may end up throwing in an awakened swift if it isn't since I really don't want to chrome it all over again. Yep, totally over league play.
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" On an RF character all elements have identical scaling so its 20% fire -10% fire res vs 40% DoT but less duration. The reason I say its a dps trap is you have to be spamming it for swift affliction to be higher damage as fire trap's duration is very poor anyway. So you have better hit damage, - 10 fire res for your RF, longer/more reliable ignite/burning ground vs 20% more damage if you stand still and chain throw traps I can see why people would choose the second and I honestly haven't played an RF character in years but I don't really believe you stand still and chain throw hence my support for another support aside from swift affliction. I have played a pure firetrap last league as my full clear character and swift affliction was a definite no on that character. Still as mentioned its very easy to work out which to use just based on how you play |
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You don't really "chain", not like a typical trapper.
I was wondering what the fuss was about for fire trap vs the original fire trap (forgot name) that existed for years. Basically its the burning ground that it drops after. Instead of trap spam, its more throw trap, move a bit throw another, move a bit (basically repeat till dead shouldn't be long). Yeah ignite would generally make more sense for dot type damage - but its not really the hit or the trap ignite doing the heavy lifting but the dot leftover on the ground. I checked, the trap and mine damage indeed multiplies the burning ground dot left over so definitely a better option for a green slot. EDIT - oh and the main reason you don't "chain" is because the burning ground dot doesn't stack. But if it worked like overlapping toxic arrow... man that woulda been nice. Yep, totally over league play. Last edited by SeCKSEgai#6175 on Jul 9, 2022, 1:28:31 AM
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A year later and this is helping me now. Thank you guys!!
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