Curiosity: Item Pricing

Posting to assuage my curiosity. Nabbed a Cane of Kulemak today and think I ended up doing pretty good on its unveiling, but there's no comparable items in Standard for me to check out. Curious what you guys would think this is worth, if anything at all. Will admit I'm kinna tempted to use it to make a Fireball Ignite build or similar in Standard, but I'm also tryin'a figure out if this is just a neat little niche toy or if I managed to bumblefuck my way into an Actually Pretty Good Weapon.

Any thoughts?

She/Her
Last bumped on Jul 28, 2023, 5:05:43 PM
It's a decent staff and good enough to complete the entire game with but nothing crazy. I'd probably price it at 15-30div and if I'd have to make a build with it I'd go with Armageddon Brand on a Hierophant.
Hmm, okay. Interesting. Heh, have been poking around with a funky Stormfire Arc build in PoB using the thing (because I love Arc and that hefty Ignite chance modifier is begging to be used in a nontraditional way), but I'll look into Heirophant as well. Will admit I'm bad at producing the gigagorillion DPS the real build pros routinely get to, but it's fun tryin'a push that Ignite value up.

Thanks for the response. Any other input or advice also welcome.
She/Her
You just click all the config boxes in PoB and you get lots more DPS. None of it applies to your build but it looks great :)

I've never really looked at Stormfire so I don't know what I am talking about concerning it but that's kind of interesting. With Stormfire you seem like you want something that hits fast/a lot but then can you get a big ignite?

I've been playing with ignite divine ire totem. I'm using Southbound curse-on hit to get on-kill life/mana recovery and charges. Mechanicaly it works and low-budget in PoB it's 500k DPS per totem 3x totems (in theory), so it ok. Defense is running away/questionable :) Level 79 with it now and it's fun. Divine Ire is a beautiful skill.
Heeeh. Yeah, it's real easy to inflate your numbers like crazy in PoB. I make it a point to see what my "real" DPS is by turning off everything I know I'm only going to use intermittently. Even just working on the build I was tooling with yesterday, PoB's all like "you have 2.2M Ignite DPS!" I look at it, squint, and go in to turn off all my Vaal skills and my temporary, unsustainable buffs. Suddenly... "you have 960k Ignite DPS!" Which is admittedly still pretty fuckin' good for one of my builds, I can't throw nearly enough currency at most builds to get the "easy" 10M or higher everybody else gets. Kinna like how I can only do this well because I got a super expensive and pretty potent Fire staff through sheer luck.

But yeah. Stormfire lets your lightning damage ignite and allows Lightning damage modifiers to scale your Ignite damage, since the ignite is technically converted lightning-to-fire damage. Means I can use Lightning nodes/clusters when they provide good return on investment. It also gives you native access to Shock, which is one of the big ones for my prospective build. I'm experimenting with an Elementalist using Shaper of Storms, so every hit I throw always Shocks, and I've got enough increased Shock/Lightning Ailment effect that my minimum shock effect is 61% increased damage taken. Which is good because my actual hit damage with Arc is so low I bet I could do Reflect maps without dying even if I wasn't Reflect immune from my Ascendancy, it'd be mathematically impossible for me to Shock if I wasn't using my Ascendancy to cheat :P

Now the initial hit is lightning damage so your final Ignite can be kinda swingy. Some people would spam like crazy, and hitting bosses particularly hard will definitely help, but one of the things that attracts me to the build idea is being able to fire a single Arc and have that be sufficient unto my damage needs for a few seconds. With Ignite Prolif and the way Arc likes to dig deep into the meat of even really huge or weirdly dispersed packs, it's easy to Ignite everything on the screen with one click. Especially helpful on "monsters have [X] chance to avoid Ignite" maps (or so I suspect anyways) since even monsters that avoid one Ignite once will have to roll separately for all the Ignites being proliferated everywhere, and if they fail one roll they die. Bosses will suck of course, but eh.

That's kinda the theory, anyways. At least for me.
She/Her
Sounds interesting and damage ok. I don't put a lot of currency into builds, I'm more of cheap and chearful builder making multiple builds a league.

What are you plan on using for Ignite Prolif? I'm currently using the support gem on the premis is has the highest natural radius and 25% more damage for ignite. I am sure there are higher DPS options but I wanted to maximize ignite coverage. I am not sure its the right option at all but its ok at least.
I'm by no means a Build Master, but I was planning on simply using the support gem, yeah. There's a case to be made for using Elemental proliferation instead and radiating out my SupaShocks further, but the radius penalty between Ignite and Elemental prolif is pretty stark, and I need the extra ailment chance from Elemental Prolif a lot less than I need the damage boost from Ignite Prolif. Suppose the smart decision would be to level both and see which one feels better from an overall perspective.
She/Her
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1453R wrote:
I'm by no means a Build Master, but I was planning on simply using the support gem, yeah. There's a case to be made for using Elemental proliferation instead and radiating out my SupaShocks further, but the radius penalty between Ignite and Elemental prolif is pretty stark, and I need the extra ailment chance from Elemental Prolif a lot less than I need the damage boost from Ignite Prolif. Suppose the smart decision would be to level both and see which one feels better from an overall perspective.


In case you didn't know you also have these options as well.

* Eldritch glove mod: Ignites you inflict spread to other Enemies within a Radius of 12-17

* Med Cluster. Fan the Flames: Ignites you inflict spread to other Enemies within a Radius of 15

I am using unique gloves so the glove mod is out for me but I am going to try the cluster once I have enough skill points.
I can guarantee the cluster jewel is gonna be heccin' pricey. "Build-enabling" passives like that one, stuff that provides new mechanics, tends to be real damn spendy on an item type that's already real damn spendy in the first place. For leaguestart especially I generally ignore the existence of cluster jewels and figure they're beyond the reach of any average player for an average league start. The support gems are guaranteed availability, and depending on what you're using to Ignite with the extra five points of radius could prove useful. Also gives you a bigger base area to scale with Inc. AoE modifiers, so more effect from those.
She/Her
"
1453R wrote:
I can guarantee the cluster jewel is gonna be heccin' pricey. "Build-enabling" passives like that one, stuff that provides new mechanics, tends to be real damn spendy on an item type that's already real damn spendy in the first place. For leaguestart especially I generally ignore the existence of cluster jewels and figure they're beyond the reach of any average player for an average league start. The support gems are guaranteed availability, and depending on what you're using to Ignite with the extra five points of radius could prove useful. Also gives you a bigger base area to scale with Inc. AoE modifiers, so more effect from those.


I hear you and not arguing but right now, end of league you can get one with fan the flames for 30c. Craft of Exile says it's a 1% chance roll (ilvl 68) so you could alt-spam one without too much trouble. If you wanted. I am going to give it a try since I am testing stuff. For league start it would take me some time to level up and gather resources so I don't even worry about early league prices.

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