Can someone explain to me why Wildfire (3.11) is not useless now ?

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Torguemada wrote:
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pailarkhan51 wrote:

IF the only source of chain will be the jewel, that's like super dump, and this is why

No i ment that i assume you need the jewel for the projectiles to be able to chain, but after that you can add more chains

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pailarkhan51 wrote:

Lets say i put GMP, with helm enchant. I get 10 balls. With wildfire, that is now 5 balls that chains ONCE. If i can concentrate the ball, with conc effect or slower projectiles( these now work with MS in 3.11) then I can get them all to hit. Great!, except.....5 balls chaining once...gets me 10 balls effective.
So, the wildfire Jewel halves the balls, then effectively double them with a chain. WTF point is there in that !!!!


Your thinking about single target damage, but as i said i think the point of the jewel is to boost clearing speed. So you put in Wildfire, annoint Tribal Fury on your amulet and then link MS with Ancestral call,chain and incread area of effect supports. Now when you hit a pack of enemies one attack hits 4 enemies that all create 4 balls that chain 3 times, with the increased are of effect that should do damage in quite a wide a area.

It splits the balls evenly among the targets. So no, you wouldn't get 4 balls from all the enemies hit.
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pailarkhan51 wrote:

Elemental hit randomly chooses an element. As I can not control what it chooses, this is no use as I am 100% fire.


You use these jewles to control what damage type Elemental hit and Wildstrike can choose, with any 2 of them those skill will do 1 element every time.

https://pathofexile.gamepedia.com/Combat_Focus_(Cobalt_Jewel)
https://pathofexile.gamepedia.com/Combat_Focus_(Crimson_Jewel)
https://pathofexile.gamepedia.com/Combat_Focus_(Viridian_Jewel)

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imanubcake wrote:
It splits the balls evenly among the targets. So no, you wouldn't get 4 balls from all the enemies hit.


Yes among targets of one strike, so you wont get extra ball by making it an AoE skill with Melee Splash, but additional targets hit with Ancestral Call count as being hit by a seperate strike and create their own set of balls.
"An it harm none, do what you will"
Last edited by Torguemada#3020 on Jun 19, 2020, 9:54:15 AM
The trick is to NOT use ancestral call. the aoe damage comes from when the fireballs hit the ground. its an aoe effect, it overlaps. so by making the skill chain, the aoe effect over laps further. so rather than having ancestral call, you use a dps gem here instead and use wildfire to improve clear speed in conjunction with inc.AOE. so now all you do is sub inc aoe for conc or crit on boss. now that there is tribal fury, ancestral call is over kill imo. better off with a damage buff here

But yes, MS its alot weaker these days. really good clear speed for a low level mapper but not the high end boss killer it used to be.

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