[3.16] 🍄 Sporeguard Incinerate Elementalist 🔥 3-6M Shaper DPS & Tanky w/ No Flasks 🔥
DISCLAIMER: PLEASE DIRECT ALL RELEVANT INQUIRIES AND FEEDBACK ABOUT THE BUILD TO THIS THREAD. ANY PM/DM OR IN GAME MESSAGE IS BETTER SERVED AS A PUBLIC POST HERE WHERE EVERYONE PLAYING THE BUILD CAN BENEFIT FROM THE QUESTIONS & ANSWERS. MY KNOWLEDGE AND TIME ONLY GOES SO FAR, BUT I WILL BE DILLIGENT ABOUT RESPONDING TO MOST POSTS THE BEST I CAN. I ALSO STREAM FROM TIME TO TIME AND AM MORE OPEN TO ANSWERING PRIVATE QUESTIONS IN THAT FORMAT. THANKS ALOT & STAY SAFE.
🍄🔥 UPDATE LOG:
Patch 3.16: Not much has changed w/ the build. The gameplay mechanics remain the same, our defenses are still strong (i.e. reworked regen feels substantial), and our DPS is relatively unchanged because of buffs to awakened gems & ignite (despite the fact Incinerates final wave technically got 'nerfed').
I have updated a # of sections already (including POB's), but I've yet to fully explore/understand the mastery system & all the new modifiers added to the game -- so I will update the guide incrementally as I discover more. With that said, the build is still very viable as a league starter and should transition just fine into the mid and late game if you choose to stick with it. Enjoy the new league!
Incinerate Self-Cast Elementalist was the first build I ever played in POE, starting at the tail-end of 3.8 Blight League. Since then I've been keeping the build alive in Standard and incrementally improving it as I've learned more about the game. I have found it fun and rewarding, and spent close to 300 hours playing the build.
This character is premised on Torstein the Fallen's Dragon's Breath Elementalist, which was discontinued as of Patch 3.10. That build was incredibly good for its time (popular as well) and the fundamentals of the skill tree are based on his hard work. I was also inspired by the work of poster Claeysken who has constructed a really elegant Incinerate Inquisitor/Elementalist build premised on max-block + Aegis Aurora. I encourage you to check that build out as well if my personal take on Incinerate doesn't interest you.
The Self-Cast Incinerate build laid out here is a solid off-meta all-rounder. It won't trivialize any of the game's later content, but it's easy to break into maps on a budget, remains consistent through its development, and has end-game potential at a reasonable cost. You won't be farming 5-Orb Delirium Maps or The Feared, but honestly most builds (post 3.15 nerfs) are not capable of that anyhow. You will however be able to farm the Atlas up to T16 relatively cheaply (~ 1ex) & take down all the Big Bosses with some investment.
🎥 VIDEO SHOWCASE (All From 3.15):
A9 Maven Deathless (Level 97 POB):
A9 Sirus Deathless (Level 92 POB Tanks Die Beam @ 8 Minute Mark):
A9 Uber Elder 1-Death (Level 97 POB):
A9 Uber Atziri 3-Deaths (Level 97 POB):
A9 Shaper 2-Deaths (Level 85 POB < 1ex Budget):
A9 Elder 2-Deaths (Level 85 POB < 1ex Budget):
T16 13-Mod Influenced Peninsula Deathless (Level 97 POB):
T16 12-Mod Jungle Valley Deathless (Level 97 POB w/ Tailwind Boots):
✅ PROS (Assuming No Flasks):
+ Solid League Starter & Budget Friendly
+ Simple Mechanics & Good Build Flexibility
+ Viable Endgame Damage Starting @ 2 Million Shaper DPS (L92 POB)
+ High Block @ 55-60% Attack Dmg / 25-30% Spell Dmg
+ High Health @ 6k-7.5k Combined Life/ES & 3k Elemental Aegis
+ High Armor @ 45-55% Physical DR (90% w/ Immortal Call)
+ Dual Life / ES Leech
+ Decent Life / ES Regeneration & Recovery
+ Culling Strike
+ 20% Extra Damage Reduction w/ Sporeguard & Natural Affinity (When Standing Still)
+ Enemy Explosions w/ Sporeguard & Infernal Cry
+ 100% Chance to Ignite (w/ Shaper of Flames Ascendancy)
+ Stun Immune (While Channeling)
+ Movement Ailment Immune (w/ The Stampede)
+ Rewards Active Gameplay
+ Low-Effort Functional
+ Can Run Most Map Mods (Including Elemental Reflect w/ Bastion of Elements)
+ Affordable Endgame Setups (10-15ex @ L92 POB & 25-30ex @ L97 POB)
❌ CONS (Assuming No Flasks):
- Low Endgame DPS Scaling Compared To More Mainstream META Builds (4.5M - 7M When Optimized)
- Self-Cast Playstyle Is Not For Everyone
- Can't Face-Tank All Big Boss One-Shot Mechanics Mindlessly
- Understanding Endgame Boss-Fight Mechanics Is Important
- Capped @ 50% Movement Speed Without Tailwind Boot Swap
- Requires A Balance Of Stand-Still & Hit-and-Run Tactics To Maximize Outcomes
- Not SSF or HC Friendly
🥼 MY ENDGAME SETUP:
My Level 100 POB -- 6 Million sDPS w/ No Active Flasks: https://pastebin.com/k7H1SyF7
My Boot / Jewel / Flask Swap For T16 Zoom:
🍄🔥 ASCENDANCY & PANTHEON:
1) Shaper of Flames: 100% Ignite & Extra Fire Damage
2) Mastermind of Discord: Extra Damage vs Exposed Opponents & Mana Regen
3) Heart of Destruction: + AOE for Clearing & ~ 30% More Damage vs Uniques
4) Bastion of Elements: + Effective Health w/ Elemental Aegis
Prior to being Stun Immune, Soul of Brine King is probably the best Major Pantheon choice as we migrate into Maps. Later on Lunaris is a great default choice for clearing content. We use Arakaali (or Solaris) on the Big Bosses: Shaper, Sirus, Maven, Uber Elder, etc.
Gruthkul and Tukohama are fine generic choices for your Minor Pantheon.
🍄🔥 ANNOINTMENTS (3.16 Updated):
1) Heart of Oak: 20% Stun Avoidance + 2% Life Regen + 8% Max Life
2) Inexorable: Endurance Charge When-Hit + 50% Armor
3) Light Eater: ES Leech + 24% Increased Damage
** KILL ALL **
🍄🔥 PATH(S) OF BUILDING (3.16 Updated):
Level 30 - Early Acts :
Level 50 - Later Acts :
Level 70 - Early Maps :
Level 85 - A4 Sirus / Shaper / Elder Viable w/ No Clusters :
Level 92 - A8 Sirus / Shaper / Elder Viable w/ Budget Clusters :
Level 97 - A9 Sirus / U-Atziri / U-Elder / Maven Viable w/ Optimal Clusters :
🍄🔥 INCINERATE DPS ANALYSIS:
"Incinerate gains more damage when cast continuously from one spot, up to a maximum of 200% more damage (25% per stage up to 8 stages maximum, or 10 if you use the helmet enchantment). The next stage is reached after every tick (0.2s). At each stage, the flames become visibly larger and will spread out in a huge cone. Since the spell is a channeling spell, if the player is stunned or interrupted in any way while casting incinerate, the spell will come back to stage 1.
At the end of the channeling (Final Wave), Incinerate deals big chunk of extra damage, 500% MORE damage with Hits and 500% MORE damage with Ignite. That’s a lot of extra damage.
To get the maximum dps out of Incinerate you should channel to 8 (10 with enchant) stages and release. Final wave deals massive damage. If you played Blade Flurry, this is the same principle. Monster mobs die fast so maximum channeling is not needed. The area will still be very good.
You will be scaling as much cast speed as you can to channel as fast as possible to 8 stages and bigger area of Incinerate (10 with enchant)."
ANONYMOUS REDDIT ANALYSIS:
"Something interesting is that because the 500% damage is applied at any point 'pulsing' Incinerate actually does more damage than moderate sized bursts. Releasing it immediately actually does the most damage (not factoring in Ignite) - this is especially true if the final burst multi is not multiplicative with the scaling multi. Kind of weird that it works out that way considering they specifically mentioned avoiding this result for Charged Dash, but it is how it works."
Self-cast Incinerate DPS that incorporates ignite can be maximized in two different ways. It works best when you're able to charge to full stacks & then release -- applying a big spell hit + ignite (~ 2-3 second cycles depending on cast speed % mods -- ideally we're @ 14 cast rate in POB). But it also works well being 'pulsed' approximately every .5-1 second (i.e. usually as you are stutter stepping through maps and/or in intense situations that require avoiding damage). When to switch gears between these two styles largely depends on what the situation allows for.
🧥 ENDGAME GEAR ANALYSIS:
SPOREGUARD: This body armor provides a lot of Armor, ES, Chaos Resist, and Life. We gain 10% Damage Reduction while we're standing still, gain extra chaos damage on contaminated ground, gain an extra anointment, and explode contaminated enemies. It's really an insane piece and tailor-made for Incinerate IYAM. Speaking of which we will be socketing our 6-link Incinerate setup in our Sporeguard.
MARTYR OF INNOCENCE: This staff will be utilized as a 6-socket utility piece. It provides us huge block %, extra damage-on-block, hefty fire damage bonuses, the socket utility to run stone golem and/or vitality, the ability to generate frenzy charges in maps w/ CS & re-sockets Vaal RF for Boss encounters.
CROWN OF THE INWARD EYE: This helmet offers us a ton of Armor, ES, Health, and Mana. Transfigurations provide a nice damage bonus. You can usually get one with '+2 Incinerate Stages' lab enchant for around 1ex in trade league after the early price jumps die down.
THE STAMPEDE: We take these boots over Tailwind Mod Rares for the negation of Natural Affinity's grasping vines punishing movement penalty. Above and beyond that they provide 50% movement speed, which isn't bad (though we can't go higher unfortunately), and getting an extra anointment adds plenty of utility as we aspire to balance our resists and stats to accommodate our endgame setup.
As you progress, if you feel like your DPS is in a good place and can get on without your boot anointment, you can drop Stampede & Natural Affinity for Tailwind Boots w/ 30-35% Movement Speed while mapping. Add a Quicksilver Flask to your setup as well and you'll have significantly more ZOOM when farming T16.
NATURAL AFFINITY: This jewel gives 20% damage + 10% Damage Reduction at maximum grasping vines (gain 2 every second you stand still up to 10 max). Flame Dashing removes the stacks completely, while walking diminishes the vine count gradually. In my experience, I would say a typical Incinerate release has about 4 vines applied to it (2 seconds worth) -- which is 8% damage and 4% damage reduction on average.
Every so often you can achieve max Incinerate stacks + max vine stacks on a boss and the burst + ignite is quite powerful. But usually you don't stand still for more than a couple seconds when you're at risk of one-shot mechanics and need to dodge.
GLORIOUS VANITY: This jewel (when rolled w/ a Sacrificed In The Name Of Doryani affix) transforms a nearby keystone into 'Corrupted Soul' which essentially gives us 15% extra health. The caveat is 50% of damage now bypasses our energy shield, but we have the dual life + es leech to support the mechanic and should be fine as long as our chaos resist isn't too low.
It's a really nice toughness boost, but probably the hardest thing to fit into the final build because it transforms some possibly essential small strength & dexterity nodes around 'Agnostic' and you may be losing some important resists by having to replace a normal cobalt jewel, etc. You can definitely kill A9 Sirus without it, but I'd find a way to incorporate it before tackling Maven (grindy fight & lots of random damage flying at us).
💰 CHASE ITEMS:
The following items are not required to make the build function effectively in the endgame, but they will boost your damage significantly if you choose to invest. I did not include them in the core build because they're either quite expensive (10ex plus) or very rare (i.e. +2 Gems Corrupted 6L Sporeguard). I leave it up to you whether to pursue this min/max gear or not:
Amulet: w/ +1 Intelligence Skill Gems and +1 Fire Skill Gems -- Cost: 5-10ex
Gloves: w/ Culling Strike + Unnerve On Hit -- Cost: 5-10ex
Watcher's Eye: w/ Double Zealotry Mods (Cast Speed + Increased Damage On Consecrated Ground) -- Cost: 20-30ex
6L Sporeguard: +2 Socketed AOE Gems Corruption or +1 Socketed Gems Corruption -- Cost: 25-50ex
Sulphur Flask: Bottled Faith -- Cost: 10-20ex
💎 GEM LINKS (3.16 Updated):
PREFACE: Levels indicated for support gems are guidelines / suggestions. Based on your own attributes & mana pool you may run higher or lower versions of these gems -- it depends on your situation. I also prefer to have CWDT triggering as often as possible, so keeping that at lower levels will also require you to keep linked gems at lower levels. If I haven't indicated a level for a particular gem, assume L20 or L21
6-LINK BODY ARMOR:
Incinerate -- Infused Channeling -- Inspiration -- Fire Penetration -- Faster Casting -- Controlled Destruction
CWDT (L1) -- Wave of Conviction (L7) -- Flammability or Enfeeble (L5) -- Immortal Call (L1)
Flame Dash -- Arcane Surge (L1) -- Armageddon Brand -- Culling Strike (L10) (Or Onslaught If You Have Culling Strike Mod Gloves)
Stone Golem -- Meat Shield * OR * Vitality (L1-10)
Zealotry -- Herald of Ash
CWDT (L1) -- Cold Snap (L1) (Maps) * OR * Vaal Righteous Fire -- Increased Duration (Bosses)
Infernal Cry (L15) -- Second Wind -- Combustion (Bosses) * OR * Increased AOE (Maps)
✨ JEWEL ANALYSIS (3.16 Updated):
While I've included a budget cluster setup in the L92 POB, here is a brief overview of my final endgame selections. Though better cluster setups undoubtedly exist I found this combination of passives to be a good blend of damage, defense, utility, and affordability:
LARGE CLUSTER: Cremator for Corpse Removal -- Prismatic Heart for Resists -- Widespread Destruction for Increased AOE * OR * Doryani's Lesson for Life Leech (i.e. Can Replace Unique Belt w/ Rare Stygian Vise)
MEDIUM CLUSTER #1: Master of Fire for Fire Exposure -- Vile Reinvigoration for Extra ES + Regen-on-Kill
MEDIUM CLUSTER #2: Enduring Focus to Generate Endurance Charges -- Unwavering Focus for Stun Immunity + Mana Efficiency
SMALL CLUSTER #1: Fettle for Big Life Increase * OR * Rot-Resistant for Chaos Resist + Regen
SMALL CLUSTER #2: Natural Affinity for Damage Reduction + Double Damage
🍄🔥 LEVELING GUIDE:
You acquire Incinerate late in Act I and can compliment it with Fire Wall. I used Fireball prior to getting Incinerate. Freezing Pulse + Frost Bomb is also a good alternative early on if you want to delay the switch to Incinerate (our skill tree is largely non-specialized early on so w/e suits your style).
Use any rare items you come across that offer a good foundation of life and resists (ultimately attempting to cap out at 75% for each element by the end of Acts). Look for a rare wand or scepter w/ spell damage, cast speed, etc. I prefer leveling with a shield for the survival boost until maps and suggest you do the same. Even if you're starting this on a budget don't be shy about spending your first few chaos early on for solid leveling uniques such as Goldrim, Lifesprig, Wanderlust, etc.
For some further insight into how to progress the build, here are my current gem links & flasks at level 30 towards the end of Act III:
Incinerate -- Faster Casting -- Infused Channeling -- Combustion
Firewall -- Efficacy -- Controlled Destruction -- Arcane Surge
Zealotry -- Herald of Ash
Flame Dash -- Faster Casting -- Arcane Surge (L1)
Steelskin (Assigned to Left Mouse for Auto Cast-on-Walk)
Life Flask x 2, Mana Flask x 1, Quicksilver Flask x 2
After unlocking Lily the gem merchant (Act VI) you can begin incorporating new skills such as CWDT in an incremental fashion as the sockets/links become available. For instance, around L50 I had acquired a decent rare scepter which allowed me to begin to integrate Vengeance, Riposte, Life-on-Hit, etc. into the build (i.e. all require melee weapon to trigger -- wands don't work). This is by no means necessary however.
Once you come across a five-link chest (hopefully sometime around Act VIII -- or you simply purchase one before that) add Fire Penetration to Incinerate. You can contemplate rotating out Fire Wall at this point, but its up to you (think about adding Armageddon Brand in a 2-Link w/ Combustion or Cull to boost our situational single target instead).
As you finish acts and are entering maps, you will want to acquire a Searing Touch as your starter staff. This will give you a very nice damage boost & you'll have picked up a # of staff block nodes on your tree by this point. It won't be easy to get 6 sockets on it early (i.e. for full utility), so aspire to roll 4-5 sockets early on.
You likely won't have a 6-link chest entering maps either, so that is something you want to be working towards. A 6L Ambu's Charge is a nice budget choice before transitioning to the much pricier 6L Sporeguard. However, a 5-link Armor/ES chest (or ideally a 5-link Ambu's) will be adequate early on as you explore the early Atlas and accumulate some currency. When you are able, adding Martyr of Innocence to your build is also advised.
Here is my setup @ Level 70. At this point you'll still be sitting on under-leveled gems, so more than anything you'll want to invest in a L20 Incinerate -- it's basically 50-55% more damage for a modest cost over a L15 (a mere 1c near the mid-point of league). Nothing pictured here cost more than a few chaos and will last till ~ T13 Red Maps before you'll require upgrades:
As you're entering your 80's you should aspire to have a setup similar to what's pictured below (less than 1ex cost for everything 1-month into league). Make sure your 4th Lab is done and you should be able to do most T16 Maps -- though some bosses will still prove to be a challenge (Courthouse, Crystal Ore, etc.). We'll have around 850k-1m sDPS (w/ Convergence) which is technically enough to down Shaper and/or Elder as well, but the fights are pretty tough if you're still learning the ins-and-outs.
Obviously we want to be thinking about a 6L Sporeguard ASAP, but don't pass up budget options along the way that'll give you nice power spikes such as L21 Incinerate Gem, a Watcher's Eye w/ 15% extra cast speed w/ Zealotry active, and/or the +2 Stages to Incinerate Lab Helm Enchant:
Last edited by WarPig17 on Nov 9, 2021, 7:14:38 PM
Last bumped on Nov 19, 2021, 5:16:59 PM
on Aug 30, 2021, 3:34:39 PM
I am actually giving this a try. Gonna level a witch to try this out. My initial budget is about 6-7 EX + that I have to sell my LL Lightning Trapper gear ( should give me another 7-10 EX).
Mushroomcinerate here we go !
on Sep 2, 2021, 9:37:11 AM
Glad to hear it! That's more than enough to get started. 1ex will make you T16 viable (and Shaper / Elder viable if u know the fights). The guide covers a lot, but I'm happy to answer any questions / observations along your journey. GLHF.
Last edited by WarPig17 on Sep 2, 2021, 7:42:58 PM
on Sep 2, 2021, 11:02:18 AM
Instituted some major/minor changes to the following sections since originally posting:
VIDEO SHOWCASE -- Added A9 Shaper & Elder (w/ Budget Gear), A9 Sirus, A9 U-Elder, A9 Maven, A9 U-Atziri, & A9 T16 13-Mod Influenced Peninsula
PATH(S) OF BUILDING -- Added Level 85 No-Cluster POB (Shaper & Elder Capable)
GEM LINKS -- Added Two Different Setups (Defensive vs. Offensive)
LEVELING GUIDE -- Added Further Gear Advice & Analysis For Levels 70-85
Thanks again for checking out the guide/build.
Last edited by WarPig17 on Sep 4, 2021, 1:55:30 AM
on Sep 2, 2021, 10:37:28 PM
I'm trying to do the non enlighten setup and I'm confused when you say onslaught on culling strike with gloves as I cant find that mod on a pair of gloves anywhere. Is that still viable?
on Sep 6, 2021, 3:41:30 AM
Sorry my wording was a bit awkward. There is no 'Onslaught-on-Cull' modifier.
Culling Strike on gloves is a lone modifier & are not included in the build generally because they're quite expensive when crafted together w/ Unnerve Mod, but you will notice them in my personal Endgame Setup section. It's a min/max thing not really necessary unless you're really taking the build as far as it can go. If you get them, great, but otherwise all you really need is an empty socket to make use of Cull.
The Armageddon Brand links are flexible. I suggest Cull + Combustion support -- but you could also do Cull + Onslaught, Onslaught + Combustion, etc. if your setup is different. I recommend Cull + Combust because you can run a Silver (Onslaught) Flask in most mapping situations, Cull is more reliable on bosses generally, and Combust is an extra way to lower resists on tough enemies.
Hope that makes sense? LMK if I can clarify further. GLHF
Last edited by WarPig17 on Sep 6, 2021, 1:03:50 PM
on Sep 6, 2021, 3:52:34 AM
Instituted some major/minor changes to the following sections:
MY ENDGAME SETUP: Added My Level 100 POB & Updated Some Gear
INCINERATE DPS ANALYSIS: Added More Detail
ENDGAME GEAR ANALYSIS: Added Suggestions For Incorporating Tailwind Boots For Mapping
VIDEO SHOWCASE: Added A9 T16 12-Mod Jungle Valley w/ Tailwind Boots
Thanks again for checking out the build / guide. Stay safe.
Last edited by WarPig17 on Sep 18, 2021, 8:04:09 PM
on Sep 16, 2021, 11:02:34 PM
Instituted some major/minor changes to the following section(s):
CHASE ITEMS: New Section
Stay safe. GLHF.
on Sep 22, 2021, 12:36:03 AM
Instituted some major/minor changes to the following section(s):
UPDATE LOG: New Section
PATH(S) OF BUILDING: Updated for 3.16
Should be a good season. Stay safe. GLHF.
on Oct 21, 2021, 11:07:26 PM
Thanks for updating the Guide. I want to ask though, is Incinerate Elementalist (this build for example) viable in 3.16? I asked about this on Reddit and they told me that Incinerate is dead on the water as GGG removed all Channelling notables from the passive tree.
Reddit's Q&A thread isnt probably the most reliable source, but even still I checked the passive tree and Channelling nodes have definitely been removed, if they ever existed. They also told me on Reddit, that Incinerate would need some kind of expensive defensive setup like focus on ES (high end) to work.
I'm sorry if this seems like questioning your build but Incinerate is the only build I seem to be interested in this League and truly wish it would still be viable.
on Oct 22, 2021, 4:26:30 AM