Ember Fusillade critique
While I love the idea of this spell, it feels very clunky to use and I think the problem lies in how long the downtime is between shots.
With a base cast time of 0.4s, maximum of 6 embers, and hover duration of 1.3s you're looking at 3.7 seconds of build up before it starts firing, and because the shots are sequential you have to wait another second or so before you can start charging the spell again. That's simply far too long of a wait in such a fast paced game, especially considering you're slowed down while charging. I recently picked up a Unique that casts Ember Fusillade whenever I cast a spell, which sounds like a cool bonus on paper however I can't help but feel like I'm sabotaging myself whenever I try to capitalize on the accumulated embers. I would like to propose the following changes: * Embers hover for 1s instead of 1.3s * Allow charging the spell while embers are being released * Excess embers generated are fired one at a time instead of vanishing Last edited by Rectal_Retribution#3270 on Dec 13, 2024, 4:10:48 AM Last bumped on Dec 19, 2024, 5:14:38 PM
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Try the less duration support on it. Makes the hover duration 0.97 sec which feels much better. I was running an incinerate cast on ignite ember fusillade build for a bit and it felt ok, The cast on ignite nerf hurt it though.
I do agree that there should be an effect when casting at full embers. Since the skill is already so clunky I would say just let it activate all embers on casting over the limit. |
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Doesn't it also miss targets quite often??
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Pick up the reduced skill effect duration nodes from the tree. You can get the delay to like 0.4 seconds or something if you take all 3 clusters and use the reduction support. I use two clusters and it's totally fine.
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Problem is reduce duration nerfs all your other duration stuff, of which fire has plenty. And if you want to buff the duration of all those other skills, then Ember Fusillade gets hosed. That delay in firing thing needs to get changed, at the very least so that its base value is the max the delay can be. I find far better to just leave duration alone, and instead, use other things in the delay between charging and firing.
Also the recommended support gem list NEEDS to include Scattershot. Actually, I'd go as far as to say that all three recommended gems should be Scattershot. It makes the cast time go up slightly, but you generate 3 per "cast" instead of 1, so it actually makes the skill good, duration related stuff allowing. Anyway, for the OP, Scattershot is what you need to make the Ember Fusillade worth using. |
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Ember fusilade was my favorite spell during campaign because I just loved the look and feel of it. You run reduced skill duration to make it fire sooner and it's crazy with wildshards.
Too bad it is completely inferior to spark especially in endgame, you need instant dps pressure on mobs, not a delayed attack. |
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I would have liked to see it not reset the timer when recasting it. I wanted to stutter step cast and have it constantly firing orbs at things but instead got a wonky way of charging and firing into the wall more than things that explode.
I didn't read the skill correctly first time I saw it so I got excited then promptly disappointed when I actually used it. |
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Was just trying out a witch this morning, but isn't the idea of the hold time before releasing them, it's just long enough to establish a flame wall to shoot them through?
I tried with a -30% duration and was running into the thing where after charging the shots up to 6, they'd fire before the flame wall was finished casting in front of me, but without the -30% duration gem it worked properly. Also, with the skill's cast time being so quick, it almost seems to encourage being a charging skill used while repositioning and being like an 'opening salvo' thing when getting to a position you want to fight at. Am i misunderstanding the design of it? |
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i think most fire spells are complete *ss. Flameblast is kinda good, ember is ok while leveling, incinerate is irredeemable trash, solar orb is trash unless used for flameblast, firestorm is really really bad almost at yo mama jokes level.
Have yet to try cold, heard half of cold skills are also garbago. |
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" It can be used as an opening salvo, yes, but generally that's far too limited to be worth investing in. It needs to be useful during regular combat. That said, you can charge it pretty quickly and then move. Used right, it is pretty effective against bosses, as it hits hard enough, casts fast, and the delay means you stay mobile. And yes, I personally don't recommend reducing the delay time, and just using that time to avoid attacks, to cast Flame Wall, use your staff, and later on cast things like Fireball or Flammability. But that said, as you level up, you'll likely get some spell casting speed, which means you can still get a Flame Wall off in a reduced time. But me, I just cast 2 spells in between instead. But I will stress this again: Scattershot. If you want to use this spell, try it with Scattershot. The ability to charge 3 shots instead of 1 is such a huge increase in effectiveness. Use the second gem slot for Controlled Destruction. Then use the delay to cast Flame Wall, to use your staff, avoid attacks, whatever. And later on, you can use Flammability, Fireball, Firestorm, and so on during that delay as well. |
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