fire builds end game viable?

It's been a while since i used fire ball but can more than one projectile hit one target per cast? like ice spear?


Anyways, fire ball can freeze and shock just like freeze pulse with added cold/lithning (albeit shoter freezes)


Fire ball does have a multi-hit per cast effect though with the explosion.


For a 6L i'd do FB+GMP+FAST CAST+ADDED CHAOS+CRIT CHANCE+CRIT MULTI


for offensive passives focus on cast speed, crit chance and crit multi. With spell dmg, ele dmg and fire dmg obviously. Sub out a gem for added lightning if youre a big fan of static blows.
My fire witch runs skele totem and i spam firestorm and LMP fireball.

Once you get minion instability, your fire damage nodes will make your minion's explosions hurt pretty darn bad.

Also, a flame totem with LMP and/or faster casting is pretty BA.
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Last edited by zSavage#0846 on Apr 3, 2013, 10:09:38 PM
Fanboys will tell you that every build is "viable

you have to realise that the term viable is very subjective.

If you like fire spells then go right ahead.

Theres just 100 more builds that are more efficient than fire gems at it's current state.

The rest of the 'end-game' content will be available along with a heap of new stuff when the game launches in a few months time. From what I've seen it's going to be awesome. - Michael_GGG
I use a build I've never seen anyone else use.

It's CI, what I call a firebomber. Basically I use a flammability curse totem, 2 trap gems for better cooldown, and gmp fireball. Everything is linked to fire penetration.

With fire penetration+flammability curse the enemies lose 84 fire resistance. So, I do 84% more damage with my traps and fireball.

So that equals out to about 4k fireball dps and about 13k fire trap dps. It works well.
FIRE MAGE RULES

1. Never allow reduced damage effectiveness to enter your build. The first lesson in understanding fire is understanding that its status ailment works in an entirely different way than shock or freeze. More lightning/cold damage increases shock/freeze duration; this has to be enough to pass the minimum threshold (300ms), but generally the monsters are going to get hit with more damage in less than a second, so duration isn't that relevant. Ignite, on the other hand, has a set duration, but variable damage per second, which is based off the initial fire hit. Just as importantly, ignite cannot stack; only your highest-damage ignite is used at any time, and the others are ignored. Thus with fire you care a lot about damage per hit, because the bigger the hit, the more damage per second on the ignite. This means you're using Fireball if you're a caster; Firestorm and Incinerate are unacceptable. This also means LMP and GMP are unacceptable; the level gain on LMP is "increased," not "more," and the penalty is "less," so you'll never make up the lost damage.

2. You're an Area of Effect character now. No LMP and GMP? What do you do to kill large swaths of weak enemies quickly? Well, it might be outside your comfort zone, but there are tools. Taking the increased area of effect passives is virtually mandatory; this doesn't mean you have to be a witch or a templar, because Lightning Arrow rangers still take Static Blows, but it does help. And if you can't increase the area of Fireball (or Explosive Arrow) large enough with the passives alone, there's Increased Area of Effect and/or Elemental Proliferation; add one or both of these supports to effect more enemies at once. (Elemental Proliferation is a lot better when it's actually killing things and not just weakening them.)

3. Have a plan to trigger ignite. Increasing this "x% chance to ignite" through supports like Chance to Ignite is okay, especially if you have to take Resolute Technique for your attacks to work; however, ignite has amazing synergy with critical strikes, since the critical hits deal extra damage and you can't stack the non-critical hits anyway. There are two ways to skin this cat, but criticals are likely the better method.

4. Have a plan for resistant enemies. I'm not saying Fire Penetration is a bad support, but it only effects the initial fire hit, and does not reduce fire resistance for the burning damage from ignite. Try to have Flammability and/or Elemental Weakness available for fire-resistant monsters so that your burning damage can actually do something. Also, since the ignite effect does not "hit" the monsters, it doesn't trigger the fire part of Elemental Equilibrium, so if you can think of a way to hit them with cold/lightning you'll deal a lot more burning damage that way, too.

5. Take care of your fire resistance. Since totems violate Rule #1, Elemental Reflection is scary for you. Make sure your fire resistance is at least 75, and strongly consider adding things like Elemental Adaptation, Purity aura, or uniques that raise the max fire resistance.

6. Do not freeze with Proliferation. Dead monsters amazingly still proliferate their status ailments; however, when the corpse is destroyed, so is the proliferation effect. Shattering your enemies into shards of ice isn't a good thing when you're counting on ignite damage to destroy your foes.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Apr 3, 2013, 11:53:21 PM
FB witch is fine. I had one that could solo most maps up to lvl 72 or so.

FB + LMP + Fire Pen + Faster cast + faster proj = GG

Fire pen + Flammability ... Fire resist mob? lol. If you balance attack and defense well enough, you will easily shotgun 3shot many of the weaker map bosses. If you have a 6L, I would highly suggest going STR/INT hybrid build and adding a qIron Will to your FB. If you can afford it, make your way over to shadow start area and pick up those gg crit nodes. Crit FB is very nice.
Concentrated Effect + Critical Damage + Fireball + % Burn Damage = :)
I have a weird fire build for you that I have been playing now up to level 65 solo


Pure Fire Trap build with Dual Decoy Totems

The highlights:

1)Dual Decoy Totems (these suckers can tank the shit out of high level mobs and even bosses if you make sure you get all the totem life boost nodes, Decoy are the most sturdy of all totems)

2) Use 6 Fire Trap gems so there is always a trap ready to be spammed with 18 of them ready to go, since I use all trap passives I can have 4 out at a time... all that means is that I can steady throw them like a machine gun. The burst damage is nuts.

3) Flammability Curse

4) Stack Spell/fire/elemental damage as much as you can.

Wrap Up
You are a "glass cannon" but with a huge caveat, the Decoy totems ARE your HP and your defenses all wrapped into one. Every single time you fight, you whip out 1-2 totems and then trap the shit out of them, the DPS is super nice. There is some burning left on the ground after each trap, but do not rely on or try and boost it, for it is a waste... just depend on the initial explosion. These traps can be thrown to the edge of the screen, so range is not a problem at all.

Use both Greater Area and Concentrated depending on the situation. For single target, a concentrated effect will melt most anything. The Decoy Totems are absolutely superb for holding mobs aggro. When one totem goes down, who cares, toss another one, you will always have 2 going during heavy fights. I use use the Faster Casting support on my totems in conjunction with Greater Area of Effect so that I can whip them out there pronto as well as invite all the mobs in the area to my little party.

Faster casting does not work with throwing the traps themselves, that is why there are specific passives for throwing out traps faster, by the time you get all the faster trap throwing passives you will be able to throw all 18 out in a blur. Fire resistant named and rare mobs will take just a little longer, but with the dual Decoys going, its ok, you have the time.

With the Decoy totems in full effect, you do not have to worry about armor and stacking HP as much as everyone else does and instead concentrate on fire power alone. Trust me, these Decoy Totems are freaking awesome and can take an absurd amount of damage before they go down and you can always stay ahead of the mobs taking them down by tossing out a fresh one.
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Last edited by PlNK#6598 on Apr 4, 2013, 12:46:48 AM
Love my fire witch specially firestorm, concentrated, faster, ironwill with leech (goes to ES). For the pure dps when dont need ES. Fireball, lmp, fast cast, iron will.

I have molton. I had also fire trap but really either use trap or storm... Both together is just to much because you have to use flamibility.

Decoy or skeleton totem (i have high quality decoy)

I run maps with no problem solo. Now just need to play more!
To be honest I think that a specific playstyle is required for a fire mage. You need to be tanky or else you will fail.

Here is my build playstyle:

http://www.youtube.com/watch?v=4KgDg9JiWRw&feature=youtu.be

Here is the most interesting thing about one of the fire spells, molten shell:

"
Fire trap + Molten Shell (with elemental prolif and chance to ignite) + Incinerate. The most interesting thing about it is ele prolif on Molten Shell. Molten Shell is a skill with very high dps, it usually kills white mobs with 1 kaboom. If the target would have been ignited before dieing, it still leaves 'burning ground' which can easily kill other mobs. Combined with Fire Trap burning ground and Incinerate, it creates a deadly damage over time combo.


If you want to check out my build here is the thread:

http://www.pathofexile.com/forum/view-thread/301420/page/1#p2604160

I'm not saying it's viable - it's harder to play than a cold witch, less tanky and deals less damage. It's just worse :/. But it's possible to play it.

Yea, low life build without shavrone's... That sucks, but I'm not a pro - just a normal player, with a full time job, girlfriend and lots of other responsibilities. No time to farm 1000 orbs of chance, scourings and chancing everything... No time to farm 700 chaos and pray to trade them for exalts to buy that armor for 30 exalts....
Last edited by Pivu#1211 on Apr 4, 2013, 2:15:11 AM

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