[2.5] 100% ignite chance fireball chieftain
This build is all about double dipping on burn damage.
Any increases to fire or elemental damage on the tree will apply first to the initial fireball damage and then apply again to the inflicted burn damage. Fireball is a spell, a projectile and does AOE damage. The rulebook says it is double dipping on projectile and AOE damage increases as well but not on spell damage, strange but whatever. The really weird part is that double dipping also applies to support gems. A lot of support gems have less or more damage modifiers to balance out their power. If we double dip on these modifiers, the balance is totally out of whack. Gems with a less modifiers are super harsh and have to be avoided. Gems with a more modifier can become absurdly powerful. As an example, a level 20 concentrated effect gem gives 59% more damage, double dipping means we get 153% more burning damage from this gem alone. That's about three times as good as a level 4 empower which gives around 50% more damage for spells. Fireball already has a high ignite chance but if we want to go all burning damage, marauder chieftain is just a much better ascendancy than any of the more traditional spell caster classes. We have 39% ignite chance from fireball (level 20, no quality), 30% from lab enchant, 15% from ascendancy and 20% from tree for a total of 104% chance to ignite. Hence it's already capped before fireball reaches level 20, and no quality on the gem is needed. This build is very cheap, you only need to buy 2 items, a Sire of shards which costs 1 alch (unlinked) even if you get a nice roll and a helmet with the enchant: fireball has +30% to ignite. I got my helmet for 4c. It has a crappy base for my build but very nice mods otherwise. Pros and Cons
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Pros: It's a DoT build. You hit a boss once and then you have 4 seconds to either carefully avoid damage or to just run around like a headless chicken. It's cheap and can be used for leveling. It's super easy/lazy to play. You can get away with just running around clicking the right mouse button. Cons: It's a DoT build. You don't actually one-shot things. You just hit them once and they die 2 seconds later. Well rare monsters at least, white monsters are one-shot from the initial hit of the fireball. Passive Tree
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early leveling: https://www.pathofexile.com/passive-skill-tree/AAAABAEAAAYOCfYUIBkuJ-062DwFPQ89_FBHWGNfP2ebfLuCm4zPmjuf36-nwGbE9sbY1HzUj-RR7DjvDu989kg= Just head straight for the fire damage cluster north of marauder starting area, then for the templar starting area. mid leveling: https://www.pathofexile.com/passive-skill-tree/AAAABAEAAAQHBg4J9hQgFm8ZLho4GmwfAiGwJKonLyftKo0ulDT3NsU22DbpOlg62DwFPQ89Xz38RtdJG0yzUEdSU1XGWGNZ818_Y_1mnmebcYVyD3rmfLuCm4PbjM-QVZeFl5WX9Jo7na6f36cIrJivp7FCwGbE9sbY1HzUj9gk2rnjauRR7DjsVe8O73zxbPZI-tI= Get the elemental damage cluster west of templar area and then head for the big fire damage cluster north of the witch, also take the inc aoe nodes in witch area. end game, my current tree: https://www.pathofexile.com/passive-skill-tree/AAAABAEDAAGRA3UD1gQHBLMGww3NFCAWbxcvGS4aOBo-Gmwczh8CIbAkqicvJ-0pLiqNK1At0i6UNPc2xTbYNuk6WDrYPAU9Dz1fPfxG10kbTLNQR1JTVcZV1lZIVw1YY1h3WfNfBF8qXz9j_WTnZp5oZWjybRlxhXIPdqx65ny4fLuApIIHgpuD24zPkFWRK5HOlmyXhZeVl_SaO52un9-iAKajpwismK2Nr6exQrl-vWDAZsT2xgTG2M9-0B_SIdgk2WHZfNq542rkUevk7DjsVe8O73zv6_Af8WzxrPJB85v2SPrS_lQ= I specced out of the first fire damage cluster because I got more damage elsewhere, I can take these three nodes back with a few more levels. There are also some more life (and mana) nodes in the witch starting area ready for taking. Gems:
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Fireball - Conc Effect, Fire Penetration, Inc AOE, Slower Projectiles, Empower If we would take LMP or GMP the burning damage would suffer the less multiplier twice. This is way too much, hence we won't use either of these and use the Sire of Shards unique to get multiple projectiles instead. For the same reason I don't use spell echo either. One could replace the Inc AOE by controlled destruction for boss fights, but CD doesn't double dip and I never found the single target dps to be lacking anyway. Slower Projectiles is used for the double dipping more multiplier. otherwise: CwDt+IC+Inc duration - level the CwDt relatively high, we generate up to 6 endurance charges Leap Slam+ Fortify - movement Ice Spear+ Inc crit chance - to proc Elemental Overload, double dipping on 40% more ele damage almost doubles our burning damage Molten Shell + Chance to Ignite - this spell works very well with our build, extra armor is always useful and with our passive tree this does a significant amount of damage as well Flame Golem curses: CwDT level 1 + flammability level 5, this just autocurses things around us at the price of a low curse level. We have quite a bit of fire penetration stacked already, so a higher level curse for the inconvenience of hand cursing does not seem worthwhile. Auras: Determination, Clarity Gear: You need a Sire of Shards staff and a helmet with the +30% increased chance to ignite. Otherwise just look for rares with life, lots of armor and the resistances you need. As we don't use a shield, we need to work a little harder to get a decent amount of armor. Getting enough dex to level the slower projectiles and pierce gems can be a pain but master crafting can fix this. My current gear:
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Optional uniques: I currently use Xoph's blood as an amulet. Ngamahu Tiki would also work, for a little more damage and a little less life. Abberath's Hooves would probably be nice but they are currently out of my price range. Bandits: Life - Passive Point - Endurance charge Ascendancy: Chieftain normal: Ngamahu, Flame's Advance - 15% ignite chance, 35% inc damage against burning enemies, this double dips as well cruel: Ramako, Sun's Light - 20% chance to gain an endurance charge on killing a burning enemy, all enemies are burning, hence 20% on kill, also 0.5% life regen per endurance charge merciless: Hinekora, Death's Fury - an extra 10% fire pen, 1% of fire damage is leeched as life. The leech applies only to the initial hit but it is still nice uber: probably Tawhoa, Forest's Strength - extra strength= extra life, plus inc armor General Tips:
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You can use this build to level up from the start. Nessa will sell you a fireball gem right after hillock. However, most other gems needed for this build are not available to marauders. Either level up a which or scion first or get a buddy who did. While leveling use either a sceptre with nice ele damage or one of the leveling wands with +1 gem level. I would also use an LMP gem before you switch to Sire shards. In the beginning your damage mostly comes from the initial hit of the fireball and gradually the burn damage becomes more and more important. Use a loot filter with sound. You will frequently get off screen kills and you want a warning when something nice dropped. As your fireballs fly off in all directions you still have to search everywhere. I found mana management always a little tight in spite of a high level clarity and needed some inc mana regen somewhere on gear. On merc lab I got the 0.5% of damage leeched as life and mana. The life doesn't do much, but the mana leech essentially fixes all mana issues. You can even do no regen maps with that. Map mods: You can't do ele reflect. Only the initial hit is reflected, so a single rare with ele reflect is no threat but a whole map is too much. The mid tier map version, monsters have 60% chance to avoid status ailments is doable, it just reduces your dps a little. I wouldn't recommend the red tier map version with 90% chance to avoid status ailments. Everything else is doable, including no regen if you have mana leech somewhere. The easiest place is on boots with lab enchant. End game/ hardcore viability: I'm a very casual player. I leveled this char to 86, which is tied for highest level ever. I'm also playing on a toaster. So neither me nor my laptop are endgame or hardcore viable, no matter which build. I think this build should be able to go quite far but someone with more time, more skill and a better computer should try that out. Also, sorry, no videos because my computer has more than enough on its plate just running poe. Any tips or comments appreciated. Edit: Some actual numbers on the build. Defense
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as I currently have with my build: 5319 Life + 357 ES 13725 armor with Molten Shell up gives 53% estimated damage reduction (against l86 monsters :-) more against lower level ones) 6 endurance charges permanently up Gives almost 3 seconds immortal call duration when it procs, which is usually enough time to recover the 6 charges before IC runs out. 18% block chance from staff 4.8% flat life regen + another 3% life regen from the 6 endurance charges 1.5% of initial hit damage leeched as life Offense
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If you click on the offense tab for fireball, the x-y damage numbers do not include AOE damage modifiers. However, when a fireball explodes all monsters in range including the one initially hit will suffer AOE damage. The only way the shown numbers are relevant is if FB pierces, chains or forks which does not trigger the AOE explosion. So numbers: with empower fireball does: 908-1362 raw damage With tree, ascendancy and gear I currently have 433% inc damage that is double dipping (elemental, fire, area, projectile), 14% spell damage and 75% increased burning damage. Additionally we have 58% and 29% more modifiers from support gems and 40% more from elemental overload, all of these double dip. This gives 908*5.47*1.58*1.29*1.4 - 1362*5.47*1.58*1.29*1.4 14173 - 21259 damage from the initial fireball hit and for the burning damage 14173/5*6.08*1.58*1.29*1.4 - 21259/5*6.08*1.58*1.29*1.4 49.178 - 73.765 burning damage per second lasting for 4.4 second This means a single fireball will do on average 86k dps burning damage for a total of 211k burning damage. My current gear can definitely be improved to get even better numbers. Last edited by quarague#3526 on Jan 27, 2017, 8:06:37 AM Last bumped on Jan 26, 2017, 12:29:32 PM
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