Why Burning / Ignite is so bad compared to shock / chill and freeze for spells. My solution.

In my opinion, burn is insane and very helpfull, just underapreciated by most players because u need to invest to make it a nice damage source(unlike shock where u get 3 points in static blow and "of u go")
But like somebody mentioned before the duration of shock/freeze/chilled is dependant on the
%hp inflicted with ure initial attack, so even if u manage to get it very high, this would only meen reflect packs become even more challenging. With burning this isent a concern at all.

The only thing i would like to sugest for burn is a -10% armor stack of maximum 3 stacks.
A total of -30% armor on mobs would be posible.

Why?

Fire damage is mostly used by the templar/marauder skill tree (obviuesly the witch aswell, but fire seems to be dominant on STR gems, and in the STR skilltree) with this in mind i could see a very good use for a debuff on like armor/dps of mobs to help melee characters(who most likely wil already use a "added fire damage" suport gem, ore anger aura)

If it would inflict a status ailment like "melt" ontop of burn, this would only serve a purpose for melee fighters (i dont think lowering armor rating would help spell casters?)
A damage/armor reduction would also be cool but maybe to overpowered? Ontop of that, it would be quite realistic that ure fire damage melt's the armor/weapons of an oponent, if anybody cares for the "reality" effect in games xD.
Freedom is not worth having if it does not include the freedom to make mistakes
I think they should do something about the fear with ignite; so many people don't even know that ignite fears some enemies. Perhaps change the fear mechanic to something else.
"
Spysong192 wrote:
best CC VS pure 120% dmg modificator from all sources VS a shitty DOT

yaaaaay

The stacking mechanism is just utterly bullshit because it doesn´t overwrite the best dot possible. Fear doesn´t work for all monster types. Because of the stacking mechanism a ignite build doesn´t even make sense when you compare it to the other two. Even IF you get a huge crit fireball out it´s dot won´t have any effect because the mob allready had a dot from a shitty firestorm.

edit: not sure on the ele prof bug(?) though

Firewiz not allowed to have fun

On paper i can make this dot look really awesome. In game reality there are by far better options.

You have absolutely no idea what you're talking about. Enjoy your ignorance.
IGN: NuzzyFipples
It is not bad compared to the other effects. However as has been pointed out in this thread it is an indisputable fact that it takes more effort to make it shine.

I wouldn't mind ggg to add en extra effect to burning though, I was thinking about:
Burning monsters lose evasion for the duration of the effect.

"
EchoMending wrote:
"
Spysong192 wrote:
best CC VS pure 120% dmg modificator from all sources VS a shitty DOT

yaaaaay

The stacking mechanism is just utterly bullshit because it doesn´t overwrite the best dot possible. Fear doesn´t work for all monster types. Because of the stacking mechanism a ignite build doesn´t even make sense when you compare it to the other two. Even IF you get a huge crit fireball out it´s dot won´t have any effect because the mob allready had a dot from a shitty firestorm.

edit: not sure on the ele prof bug(?) though

Firewiz not allowed to have fun

On paper i can make this dot look really awesome. In game reality there are by far better options.

You have absolutely no idea what you're talking about. Enjoy your ignorance.


Not my opinion = ignorant. But insulting someone makes you sure look better big boy. Now share your opinion on this matter.
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Ignite only *seems* underpowered.
It is, in essence, pure damage which isn't reflected and can be stacked up to retarded levels due to multiple -resist curses which burning is multiplied by twice.
IGN: TsuruyaNyro
Adding a chance for it to spread to close enemies for a reduced amount of dmg would be cool, n not op if it was 1/3 of the burn the first enemy is taking
Burning may kind of suck with most fire spells, but fire trap is boss for the following reason:

Burning Ground Effect: The burning area left behind after a Fire Trap explosion does not act like other burning damage. It will do fire-based health degeneration damage simultaneously with other burning damage for as long as an enemy is within the radius of the Fire Trap. Once an enemy leaves the area, they will stop taking damage from Fire Trap. Elemental/fire damage passives will only increase the damage of the initial explosion. Burning damage passives will increase the DoT potency.
Burning is massively underrated. With a high burn-damage attack and elemental proliferation, you can wipe out an entire room with one well-placed attack. A friend of mine pulled this with Infernal Blow, chance to ignite, and elemental proliferation on a Facebreaker for a quite literal Falcon Punch, and it was insane - even with two of us in the area, he was not just one-shotting mobs, but burning everything around to death with ridiculous speed. Ignite kind of needs to be used with Elemental Proliferation (unlike shock and chill/freeze, which really don't get very much from it), because that's what makes it an incredibly effective, non-reflective room-clearer. Buff it too much, and Elemental proliferation with Chance to Ignite and things like Explosive Arrow or Infernal Blow get a little too overpowered. What it needs is something simple and straightforward. Maybe a chance to stun burned enemies per second - after all, hard to concentrate on attacking things when you're on fire.
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Last edited by Budget_player_cadet#3296 on Apr 12, 2013, 12:54:42 PM
I'm running a Burning Cleave build, it works wonders in higher packs. One swipe and move on, cause the burn finishes them off. Fire just takes more time and effort, there is nothing wrong with the mechanic.

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