I did a build with a similar concept except I ignored Armor Breaking in favor of raw ignite power. Stacked all magnitude in range, went way out of my way to get Wasting and Fast Acting toxins. Than Cranked the base hit as high as possible by getting every base melee damage multiplier in range. The results are fucking explosive. With proper supports my basic melee attacks can clear out packs.
What skills you use for clear? My combo for clear is leap slam + boneshatter but not sure if im missing ignites or maybe I need to change a skill. I feel like boneshatter will feel great with 5 link
Thanks for making the video I’m putting together a fire titan but still slogging through the campaign, I’m curious for avatar of fire in the passive tree, would it be bad for me to take it now, lvl 40. I tried it for a bit but specd out of i, just felt like I was doing less damage even though I was using molten blast/perfect strike primarily
I spec'd it later once I got a big phys dmg mace. When I had flat fire dmg on the mace that worked fine to ignite. Once I got the phys weapon hammer of the gods no longer ignited reliably so I went avatar. It's not needed really early for example perfect strike ignites 100% of the time so any weapon will work.
@@AirJordansDetroit I heard from some exiles that at early game, we can slap Ignition into any big dmg skill for 100% chance to ignite, then mid game pathing to get 85% chance to ignite from passive tree and continue investing into ignite magnitude later.
@watersekirei5035 hmm when I use a phys weapon and no avatar of fire the ignite info completely removes from the tool tip. This game is weird haha we will all learn more all the time coming up.
@@AirJordansDetroit Sorry, you are right, that information I heard from Ignition is wrong, I check it at home now and it's not correct. What correct is: - Ignition support = *more* 100% chance to ignite, not mean 100% chance to ignite. - Chance to ignite is determined by the size of the fire damage in the hit against the mob's ailment threshold. Bigger hits are more likely to ignite.
I did a build with a similar concept except I ignored Armor Breaking in favor of raw ignite power. Stacked all magnitude in range, went way out of my way to get Wasting and Fast Acting toxins. Than Cranked the base hit as high as possible by getting every base melee damage multiplier in range.
The results are fucking explosive. With proper supports my basic melee attacks can clear out packs.
Oh damn...I will look into that. I need a better aoe deal, slams are so clunky to me.
What skills you use for clear? My combo for clear is leap slam + boneshatter but not sure if im missing ignites or maybe I need to change a skill. I feel like boneshatter will feel great with 5 link
Would have loved to see gems+passive tree setup
@davisbindejazz anything that chain reaction explodes. I use supercharged slam and molten blast
Can't wait to see your build
Thanks for making the video I’m putting together a fire titan but still slogging through the campaign, I’m curious for avatar of fire in the passive tree, would it be bad for me to take it now, lvl 40.
I tried it for a bit but specd out of i, just felt like I was doing less damage even though I was using molten blast/perfect strike primarily
I spec'd it later once I got a big phys dmg mace. When I had flat fire dmg on the mace that worked fine to ignite. Once I got the phys weapon hammer of the gods no longer ignited reliably so I went avatar. It's not needed really early for example perfect strike ignites 100% of the time so any weapon will work.
@@AirJordansDetroit I heard from some exiles that at early game, we can slap Ignition into any big dmg skill for 100% chance to ignite, then mid game pathing to get 85% chance to ignite from passive tree and continue investing into ignite magnitude later.
@watersekirei5035 hmm when I use a phys weapon and no avatar of fire the ignite info completely removes from the tool tip. This game is weird haha we will all learn more all the time coming up.
@@AirJordansDetroit Sorry, you are right, that information I heard from Ignition is wrong, I check it at home now and it's not correct.
What correct is:
- Ignition support = *more* 100% chance to ignite, not mean 100% chance to ignite.
- Chance to ignite is determined by the size of the fire damage in the hit against the mob's ailment threshold. Bigger hits are more likely to ignite.
@watersekirei5035 ah yeah that's what I thought too. 50 fire dmg on mace used to ignite almost always on big attacks
great video I will try this and your suggestion! brotha how did youn get the extra slot to the left?
@@imcubanbe3841 that's the titan ascendant backpack
Given how little you've specced into ignite and how slow that was...... you could do more. But good to see..... certainly nowhere near a 1 shot.....
Yeah compared to where I was that's fast! Haha it will get better
8c.