[1.3]Fireball Witch guide for beginners

GUIDE WILL NOT BE UPDATED FOR 2.0



If you are a complete beginner to the game you might have a look at the game mechanics first:
Game mechanics
Also have a look at http://pathofexile.gamepedia.com/Quest_Rewards to know when and if some gems are available as quest reward.

The intention for this guide is to give beginners some basic information and an easy to follow build that neither requires fancy gear nor is using a hard to handle niche setup of skills.

THE BUILD:

You can either have a life based build or take Chaos Innoculation. I recommend a life build though: Fireball has a relativ high mana cost (higher than freezing pulse for example). CI users might run into mana problems without additional mana/manareg on gear as they can't take Eldritch Battery like life based builds.
Even if you plan for CI it is recommended to start as a life char. Why? It is much easier to get life on gear and to have a big life + ES pool than to level with only a much smaller ES-only pool. You will get passive respec points along the way that you can use to spec out of the life nodes later.
The usual progression is: You go life until you reach act 2 merciless (you should be in your late 50s lvl by then); some even delay going CI until they defeated merciless Vaal. At the beginning of act2 merciless you will have 14 passive skill refund points you can use to spec out of life. By then you should have collected ES gear that will get you 2000+ ES (another reason CI is a bit tricky if it is your first char).
a bit more on CI
The Achilles heel of CI is vulnerability to stun and freezing as those effects are calculated in respect to the life pool you would have without CI. That means you will get stunlocked a lot (and die) when facing voidbearers in docks or charging rhoas in fetid pools or charging blackguards in barracks. To avoid this wearing an eye of chayula amulet is a must for a CI char. It is not recommended to waste a ton of points to go down to take unwavering stance unless you don't mind running a char that is much less efficient than a life based one.
Guess that’s another argument to start as a life char if it is your first one.


Your first steps should be to get life nodes and lay the basic path for the final build :
starting tree for life and CI in normal


After that life and CI trees start to develop in different directions:
Tree progression for CI

If you want to go CI here is the build before the transition. You should be in your late 50s level by then:
end 50s build before CI transition
Here it is after the transition:
build after CI transition
The further progression would be to pick up ES and crits. It is necessary to take all the nodes for reduced mana reservation as one has to sustain a discipline aura beside the heralds and a purity aura (-> auras, heralds)
CI build lvl83



Tree progression for life


If you followed the path of life your build quiet different from the CI version when entering act2 merciless as the templar area is much more beneficial for a life build than the middle with the ES wheel:
Life based build late 50s/60
For the final build pick up crits and fire damage nodes for the most part:
Life lvl 82


ATTACK SPELLS

The following setups is for 5 links. If you only have a 4 link i would skip fire penetration although that also depends on what gems you already have: Fire penetration is a quest reward in act3 normal (severe the right hand) whereas conc.effect is a very late reward in act3 merciless in the archives (and i would rather pick Spell echo or Cast when Damage Taken in that quest). So you might end up taking fire penetration over conc. effect in the setup because of this.

Fireball – Lesser Multiple Projectiles – concentrated effect – life leech – spell echo - (fire penetration)

Fireball has the big advantage that it can shotgun enemies (unlike bow attacks or ethereal knives). That means all three projectiles can hit and damage a single target for multiple damage. I recommend LMP over GMP for two reasons: First LMP is available early on (weaver quest in a2 normal); second it has a lower mana multiplier. If you have access to GMP later in the game feel free to replace LMP with GMP and see if your mana can support it. Shotunning bosses with five projectiles instead of three results in higher damage (though the burn damage will be a bit lower).
Concentrated effect is probably the biggest damage boost fireball can get. The explosion radius of fireball is pretty meager to begin with so you won’t lose much by the conc.effect penalty. LMP is enough to cover crowds. Be sure not to use pierce/fork/chain with conc.effect as it will have no effect on piecing/forking/chaining projectiles. Only the last enemy that is hit without further piercing/forking/chaining will be hit for More damage.
Spell echo Introduced with 1.1.5. and a must have in the setup imho. Free additional cast! Once you have it (Library quest a3 merciless) replace fire penetration with it.
Fire penetration lowers the resistance of the enemy. You get a flat damage increase no matter how high its initial fire resistance. For mobs with 0% resistances that means 30+% more damage. When looking at max resist mobs, lowering the resistance from 75% to 45% will give 120% more damage, making it the best support against high resist enemies. Don’t be fooled by the tooltip dps not changing. You get more damage by lowering the defense not by upping your offense (though the final result is the same)
Wiki on penetration mechanics
From the wiki:

Penetration is not the same as losing resistance, which changes the target's resistance value. Penetration does not modify the target's resistance, instead it treats it as lower than it is. This is important when considering a target that has stacked their resistance value past the maximum resistance cap of 75%.
Examples
Consider a player using a skill with Penetrates 50% Fire Resistance dealing 100 fire damage to an enemy:
• If the enemy has +0% Fire resistance
The enemy's resistance will be treated at 50 lower than it is, which in this case will result in an effective -50% fire resistance. The enemy will take 150 fire damage.
• If the enemy has +25% Fire resistance
This will result in an effective -25% fire resistance. The enemy will take 125 fire damage.
• The enemy has +150% Fire resistance, but is capped at their maximum fire resistance of 75%
This will result in an effective 25% fire resistance. The enemy will take 75 fire damage.
• The enemy has +150% Fire resistance, but is capped at their maximum fire resistance of 75%. The enemy is cursed with Flammability before being attacked, which causes them to lose 30% Fire Resistance.
The enemy first loses 30% resistance, bringing them down to +120% fire resistance. They are still well above their maximum, and their resistance value remains at 75%. The 50% penetration then results in an effective 25% fire resistance. The enemy will take 75 fire damage.
• The enemy has +10% Fire resistance. The enemy is cursed with Flammability before being attacked, which causes them to lose 30% Fire Resistance.
The enemy first loses 30% resistance, bringing them down to -20% fire resistance. The 50% penetration then results in an effective -70% fire resistance. The enemy will take 170 fire damage.


Secondary attack:
Fire Trap – concentrated effect – fire penetration – increased area of effect or multitrap
Iaoe to counter the radius penalty of conc. effect. Or use multitrap and lay 3 traps at once. Find out by yourself what fits your playstyle best.
Why fire traps? Two reasons:
- If you encounter elemental reflect mobs you can switch to fire traps as they don’t reflect the damage back to you.
- Its burning ground effect stacks with the burning caused by ignition:

Burning mechanics
If you deal a critical strike with your fire spell, you will ignite the enemy. It will suffer burning damage for the next 4 seconds dealing an additional 4/3 of the initial damage that ignited it. If you deal another critical hit you will NOT get a second burn on top of the first one. Instead it will replace the first burning IF its damage is higher. Otherwise the first burn will last on.
Things are different if you have different sources of burning: One burning caused by ignition and one burning that comes from the burning ground of a fire trap. They are different forms of burning: The first one can be quenched by using a flask of dousing that dispels burning (in case YOU are burning) the other by simply stepping outside the burning area. Those two effects do stack.
BTW If the enemy dies the dead body still burns and can ignite surrounding mobs if you use the elemental proliferation support gem.

The actual playstyle would be to use BOTH fireball and fire trap, instead of waiting for some special occasion (reflect) to use fire traps. Not only does the burning stack, but fire trap compensates very well for the suboptimal crowd control of fireball: When facing a large crowd the LMP projectiles will hit the first row of the mob but will not effect the ones behind because the fireballs won't pierce and have a restricted AoE (-> conc. effect penalty). Throwing fire traps gives a very nice AoE damage in those cases.

Now there are a lot of variations on gem selection and playstyle:
You may want to use firestorm as main spell. Unfortunately I never used it so I can’t comment on its usefulness. Sorry.
Another setup would be to build around the burning effect. In that case you would drop concentrated effect in favour of elemental proliferation; maybe replace LMP with chance to ignite. Hit one and let the burning spread and finish the mob off. For obvious reasons that mechanic is not efficient against single targets like map bosses. This being a beginners guide I therefore recommend the more one-spell-fits-all approach with LMP and concentrated effect.
Same goes for the use of faster casting (as gem and as passives in the tree). FC gives a nice damage boost but has a hidden downside: it also increases your mana needs as you will cast more spells per second. You have to be very careful with too much cast speed on a fireball build, as FB consumes a lot of mana per cast. Even with eldritch battery you can easily screw up your mana pool with too much cast speed. A word of warning: don’t get fooled by tooltip dps. FC increases it, fire penetration won’t, though if you replace on gem with the other your REAL damage won’t differ that much (if at all).
Power charge on critical. When starting a char you don't want to use that one. The reason is that PCoC gives you a CHANCE of aquiring power charges (that would increase your critical strike chance) in case you crit with your spell. The problem is that in the beginning your base crit chance on your spell will be very low, meaning PCoC rarely ever triggers.
PCoC is something you want to start using when your char has reached its finishing stages and you start tweaking around to optimize your dps and gear. Picking up power charge nodes in the tree, thinking about a 6L chest, void battery unique and other advanced stuff comes into play then.

Vaal Gems
Vaal Discipline is a very good defensive option for CI builds as the ES recharge is not delayed by damage taken for several seconds. Nice oh shit button for tight situations.
Vaal Molten Shell : Unlike normal Molten Shell it doesn't need a certain amount of damage to trigger, but does so on EVERY hit you take during its duration. Linked with concentrated effect - increased duration (and life leech if on a 4 link) it is the best offense-defense combo in the game imho. Instead of being overwhelmed by large numbers all that is left is ashes after you are being hit 3-4 times. Might be worthwhile to use it instead of CWDT (sadly there ain't enough sockets to use it all). Best used with a life build that has armour and can take 2-3 hits without kicking the bucket.


AURAS, HERALDS, CURSES, TRIGGER GEMS AND TOTEMS


Auras:
All auras should be linked to a reduced mana support gem. A full leveled red.mana will decrease the reserved mana to 71%. An aura that normally would reserve 60% of the mana would therefore only reduce 43% (it will get rounded up). There are several nodes in the tree that could further reduce those costs like Sovereignity. BTW additional quality on a reduced mana gem will NOT further reduce the amount of reserved mana when using auras but will only lower the mana costs of skills used (for example lower the cost of casting fireball if linked to it).
For a life based char only 2 auras are mandatory:
Purity of elements which will increase elemental resistance (its 40% reservation will get down to 29% with a lvl 20 reduced mana)
Clarity which will increase mana regeneration. It starts with 64 mana reserved and goes up to 520 mana reserved on lvl 20. So be careful when leveling that gem. Make sure the rest of your mana is enough to spam your main spell. Anyway with only two auras running one should be ok even with a high leveled clarity.
For a CI things get a bit more complicated. Not only will one need Clarity and Purity, but also
Discipline which gives additional ES.
Discipline is a 60% aura (43% with red.mana). That’s 72 % reserved mana without clarity. Things might get a bit tight here. That’s the reason for taking reduced mana nodes from the tree for another 8%-20% reduced mana. With a lvl 20 reduced mana that leaves enough room for clarity (though probably not fully leveled; be careful here) and enough mana to spam the main spell.

BTW if you can get a Purity of fire/purity of lightning try leveling it up in the second weapon slot. There are situations where it is beneficial to swap purity of elements for one element (Fire for crematorium or General Gravicius; lightning for barracks, crematorium piety or map piety for example)

Heralds:
Herald of Ice
Gives additional cold damage to your spells but reserves 25% of your mana. If you can sustain it, use it! Don’t if you have to drop a purity instead and no longer have max resists. Remember: dead witches don’t do damage.
Herald of Thunder
Works really nice with crit builds as the added lightning damage is enough to shock normal mobs on crit constantly triggering the lightning storm. It really shines when linked to curse on hit and a curse. With a high crit rate the mobs are constantly hit by lightning and therby cursed. Makes for a smooth gameplay as you don't have to pause for manual cursing.

Curses:
Use flammability for offense and temporal chains (or enfeeble) for defense.
When playing in a party cursing elemental weakness instead of Flammability might be more beneficial as most of the times other players will be dealing some other elemental damage.
Assassin’s Mark
When reaching lvl70+ you could replace flammability with Assassin’s Mark (formely known as Critical Weakness): With high enough crit chance you do more damage with it if you have roughly an extra 100% increased critical damage with gear/support gems/tree passives. You also have a chance to gain power charges on kill which might be enough to use power charges without the power charge on crit gem.

Trigger gems:
Cast on damage taken
It comes with a huge penalty (LESS damage) when used with a damage spell, that gets reduced when you level it up. On the other hand it increases the amount of damage you have to take before it gets triggered. You have two choices:
1) Keep it at level 1 and use it with enduring cry for some endurance charges that give 4% physical damage reduction per charge and a low level temporal chains or enfeeble to autocurse attackers (it might override your flammability curse occasionally though).
2) Level it. As you can't use spells that are of higher level than the CwDT i recommend maxing it to 20. It will take 3000+ damage to trigger but that can happen pretty quick in merciless. Use it as a second defensive layer with molten shell and decoy totem (in case you don't want to use spell totem - summon skeletons as distraction).

Totems:
Highly recommended and a must have imho: Spell totem + summon skeletons. Feel free to add a blind gem for additional defense. The boost in survivability is HUGE. If you have 6 skeletons up the chance of getting hit goes down from 1:1 when soloing to 8:1 (6 skels, the totem and you). That is a virtual evasion rate of 87.5%. It is impossible to get that rate in endgame even with the best pure evasion gear.

Blood Rage:
A very useful spell for CI chars. Every kill grants you a frenzy charge that increases your cast speed by 5%. The chaos damage penalty won't affect CI chars (don't use that spell as life char!).

Arctic Armour
A spell that is really helpful when facing enemies that do physical/fire damage with very fast attacks but low damage per hit like the voidbearers on docks or tentacle miscreations in the lunaris temple. Unless you build for a large mana pool it can only be used while standing still on max level; while moving the mana cost is too high and it will shut down very fast. If you can spare a single socket somewhere use it in voidbearers/titty bitches territory.
To sustain a high level AA while moving one needs a big mana pool (+3000), a maxed clarity and ~100manareg. One can bypass those requirements by using light warp as movement skill as AA doesn't have a higher mana usage in that case.

Movement skills
Used by some players to get out of tight situations. Witches mostly use lightning warp – reduced duration to get away.
As a dagger user I prefer whirling blades. Has no delay and doesn’t need a support. Lvl 1 is enough.
Use it if you have the free socket(s). Otherwise don't. Auras and attacks are more important imho.
Before opening boxes socket a Smoke Mine gem (lvl1) and lay the mine a bit away from the box. Click the box and immediately trigger the mine. That way you avoid getting surrounded by monsters.


The gear

CI/Life:
As long as you are leveling you need not look for a specific armor type. Instead focus on specific mods: Look out for gear with life on it; second priority is resistances. It actually doesn't matter if you wear an armor or eva based chest as long as you have the sockets for your gems on other gear pieces. The only restrictions you have to take into account are the stats requirement (you may not have enough STR for example to wear higher armor chests) and the socket colors for your gems.
Additional mods: Movement speed on boots. Useful offensive mods (aside from increased spell damage) would be faster projectiles (on the weapon). I wouldn't look for faster casting as this mod is pretty expensive. If you happen to get fc on a drop, fine. But don't spend huge amounts of currency on it. You can get the same dps increase for less currency if you only look for increased spell damage/increased critical stike chance for spells on a weapon.
Best shields to level up are Kite shields: Ceremonial Kite Shield (available at lvl 34) / Angelic Kite Shield (lvl55) / Archon Kite Shield (lvl 68). The 24 to all resistances help a lot to max resistances. As a life based char an Archon Kite shield may be even a good option for endgame as the low ES doesn't hurt for that kind of build. A CI should better look for high ES shield though.
Update: That advice only holds true for LEGACY kite shields. As of 1.1.0 only kite shields with 12 to all resistance will drop, making them no longer a best-in-slot option while leveling.

CI:
Get as many ES as possible, that means pure ES gear (once you made the transition of course; before that look out for HP on gear as the most important stat). If you are looking for a way to mitigate physical damage use granite flasks. You can’t afford to sacrifice your main “life” pool by wearing armour based gear.
Speaking of flasks: It is important that you have flasks that remove bleeding and dispels burning. Getting punctured or ignited is pretty bad for a CI as your ES will not regenerate. Start running while bleeding and the damage increases resulting in a very quick death. Removes freezing is another mod one of your flask should have. As of 1.1.0 you can encounter the corrupting blood mod on rare monsters. It stacks a bleeding effect on every attack YOU make. Without a remove bleeding flask this is lethal. Same goes for the bleeding stack that Dominus in his last form applies with his cleave attack. Don’t enter that fight without a remove bleeding flask.
Like I said you will need the eye of chayula to avoid stun. Instead of settling with anti-freeze mods on flask many CI chars wear (the very expensive) dream fragments ring that prevents freezing.

Life:
Looking at the colour requirements of the fireball setup (2 blue, 2 red, 1 green) it’s obvious to avoid pure evasion gear as chest as it would be very hard to get that many off-colours. The best option would be to settle with armour/ES hybrid as chest. By that one would avoid the high STR requirements of a pure amour (Astral plate and up), still enjoy a decent protection against physical damage and have some ES that boosts the mana pool with Eldritch Battery. The latter makes a pure ES shield with high ES a good choice. You need a big mana pool to sustain your spells while running auras, heralds and arctic armour late in the game.
You gotta have a flask that removes bleeding (see the info in the CI paragraph above)


Mentionable unique:

Great weapon for start and midgame. The +2 to level of fire gems gives a huge damage boost in those stages. Might even be viable in endgame though you might get better stats using high end wands/daggers or other uniques (not to mention the boost in survivability when using wand/dagger + shield).


Bandits, exemplary build, misc


Bandit rewards
Normal: help Oak for 40HP when life based; kill all when planning to go CI
Cruel: kill all for the reward point
Merciless: Kill all. Unless you plan on using power charges for endgame (if you happen to own void batterys for example) in which case help Alira.


Exemplary build
With all the gem choices it might be a bit confusing what combos to use. For the undecided here is the setup i use in endgame (life build):
Chest: Fireball - LMP - spell echo - life leech - fire penetration -
6th socket: elemental proliferation for clearing maps as the burn proliferation makes up for fireball not penetrating. That can be a bit tedious versus trash mobs as it takes longer to kill them all. Despite lower damage (for not using concentrated effect) the clearspeed is a bit higher and the gameplay a bit smoother. For bosses i switch ele.prolif. for concentrated effect.
Weapon: Lightning warp - reduced duration - faster casting
Helmet: clarity(maxed) - herald of ice - purity of fire - reduced mana
Shield: CWDT(lvl20) - molten shell(lvl20) - decoy totem(lvl20)
Boots: Herald of thunder - reduced mana - curse on hit - assassin's mark (or elemental weakness or enfeeble; depends on the party and the map mods)
Gloves: Fire trap - fire penetration - concentrated effect in a 3 link. Arctic Armour in the unlinked 4th socket.

How to handle reflect Just use fire traps. Traps don't reflect the damage back to you, so no risk using them.
You can also use spell totem + summon skeletons for diversion and careful shoot with the fireball at the edge of the mob aiming to get only 1-2 enemies. This works as elemental reflect is not as lethal as physical reflect. The portion that gets reflected back is mitigated by your elemental resist. The damage you suffer is therefore only
damage you dealt * 0.15 * 0.25 (assuming max resist without purity bonus)
In other words with a life or ES pool of only 3000 you would have to deal 80.000 damage to one shoot yourself. Happens only to Discharges that fully blast a huge relect mob.
You should also be able to do maps with elemental reflect as long as you don't spam Fireball into groups. Shoot once - retreat a bit or snipe 1-2 from the edges and use fire traps as primary attack.
Last edited by Bada_Bing on Jul 15, 2015, 2:50:23 AM
Reserved for chilling
Spoiler


Last edited by Bada_Bing on Oct 31, 2013, 2:00:32 PM
Why do people get the burn damage nodes over flat damage? They seem useless just looking at it from a math perspective. Now, I'm sure my math is wrong, but it seems like flat damage, especially if you are LMP, is just always more damage over time. It increases your crits, and therefore your burn damage when you do ignite.

Lets say your Fireball does 1,000 dmg

Lets say it takes 5 hits to crit for ignite, especially with fairy low crit and flammability. We will just say you crit on the 5th shot.

Plain:

4 hits - 4,000
5 hit - 2,000
Burn - 2,600
Total - 8,600

Burn Nodes(60%)

4 hits - 4,000
5 hit - 2,000
Burn - 4,160
Total - 10,160

Flat Nodes (18-24%, depending on what you have left but we will use 18%)

4 hits - 4,720
5 hit - 2,360
Burn - 3,138
Total - 10,218.8

Now that's just using some plain 6% nodes, when there are areas, depending on where you are, that the next node could be 18% for 1 point, or whatever. That is just as low as it gets, and overall its still more damage. Then you take into account that you are probably shooting LMP, and that 18% applies to each fireball.

Am I missing something? I'm sure I messed up on the burn damage math; I just took a 60% of the starter burn damage and went with it. Seems like it would be close enough. I'm guessing the added benefit of more dps while you were kiting would be good, but it cant be that much better, if it even is.

Now if you were shooting a single fireball, it wouldnt really matter, but it seems if you are shooting lmp fireballs, you are better off with flat damage instead of getting burn damage nodes.
So why did i take the burning damage? Because i wrote that in the middle of the night, got tired and fucked up the tree. I was supposed to take the life nodes next to it, NOT the burning damage. Damn. Gotta edit the tree.

EDIT
fixed the tree
BTW i still kept the 2 burning nodes on my way to Immolation because of the life regeneration that comes with it. I just find it convenient to a have a bit life reg when running maps with chaos damage over time mods. That's the sole reason. One might as well take the two damage nodes instead.
Last edited by Bada_Bing on Oct 29, 2013, 4:50:41 AM
Oh, I was just wondering mainly because I always see people taking the burn damage cluster, and they dont really seem to add more than just what flat damage would give someone, especially if someone is using LMP.
Last edited by Destructodave on Oct 29, 2013, 6:33:46 AM
Btw you can skip Lord of the Dead. Nice CI transition explanation thanks for the guide.
"
arteqt wrote:
Btw you can skip Lord of the Dead.

That's right. It can give a little bit more support when playing with a skeleton totem but mostly it is just a stepping stone to quickly get from the right starting branch to the left one. Especially a CI build doesn't need it later on and could replace it with the 8% increased mana node right at the start to close the path to the left side.
Can anyone confirm effectiveness of this guide? And for HC? Isn't shotgun fire witch not "beginner friendly" due to the fact of being quite gear dependent?
"
PigOfPain wrote:
Can anyone confirm effectiveness of this guide? And for HC? Isn't shotgun fire witch not "beginner friendly" due to the fact of being quite gear dependent?


HC: Maybe a cold witch or a summoner would be more viable for HC as they give better defense due to freezing and minions. All i can say is, i played a fireball/fire trap in anarchy as first char and managed to get to maps with zero rips while playing mostly selffound (okay bought a 5L in the later stages...). Died a lot in maps later on but i blame that on me being a sloppy player (and being a bit stingy with my orbs, stubbornly refusing to buy decent upgrades to my gear) not on the build.

What do you mean with "gear dependent"? In my book it means that you need a special item for the build to work: Shavronne's wrappings and low-life, CI and eye of chayula, Void batterys if you make a build around max power charges. A life based fire witch isn't gear dependent in that sense.
Love both your builds.
All that's remaining however is a Lightning Build. I'd love to see one of those as well!
You really seem to know what you're doing, and I'm always in use of a good guide. I believe it'd be a good addition to guides. =)

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