I always end making a ignite build every league, cause its a build i already know, and isnt that hard to understand, in this league i made it with purifiying flame, its has similar numbers to WoC(a bit less dmg), but the functionality gives me more pleasure, i dont like how slow WoC is expanding, also the consec ground its a bit of extra survivality, i tried it also with arc, but basically its less dmg, more area coverage with the chains, nice video bro
slight clarification at the part about stacking swift affliction and replica emberwake because I found it confusing and had to look it up -- swift affliction applies a Less Duration modifier, not a reduced, meaning it's multiplicative -- ignite duration in this case would be 7.5% of the base or in other words about 0.28s, but he's still correct in saying that the ignite would have a duration of 0 seconds because PoE rounds ignite duration down to 0 if it would be less than 0.3s.
In my case I believe that as long as ignites arent less than 1.5 seconds its good enough, as long as your build isnt a meme you should be able to reapply your ignite at the very least once each two seconds
Shouldn't Elemental Overload work on DoT skills with a hit component? Because anything that hits should also be able to crit. Vortex, Cold Snap, and Creepinf Frost all hit.
Around 2:30 you mention pob not calculating ranges for ignites, i found out it actually does. Youll find cast speed can raise your ignite dps for this reason - its the average roll if you were attacking continuously forever. It is not just any old average roll.
my problem with dmg over time builds is ( mostly chaos) is that you will not be able to do competitive dmg without cluster jewels ( to few sources of incresed dmg in passive tree) and obtaining / craftig a decent weapon is a nightmare.
@@kalt445 well you can get enough increased fire dmg and multilyer on the tree but only like 90% increased chaos dmg so some archetypes are more depened on clusters ( from a ssf point of view)
I was playing badgers ignite discharge, enjoyable build overall, but i was constantly getting fuc*ed by multiple monster aliment avoidance sources in instances....
Yeah, that's why I decided to create a Chaos DOT build instead. I was originally going for Detonate Dead Ignite, but monsters with ailment/ignite immune made it unbearable casting corpses then detonating them to deal sub-par dmg without ignite. Unfortunately, my other option was to do Explosive Arrow ballista ignite. But, this is so popular and meta that my currency strategy wouldn't allow me to get end game items.
I have a question, I am playing Cobra Lash and in PoB my hit DPS is 1 million and damage from 1 poison is 1.5 million, is my hit DPS too high? What should I do if it is
Ignite and damage over time builds are in a great place right now in that they are both numerically strong and offer an objectively safer playstyle in that you can choose when to reapply and still have dps assuming duration is long enough Just an off point but after watching WoC gameplay im just sitting here wondering why people dont play arc ignite more, vaal arc is 0.2% but it pops full legions in under a second and has low vaal soul cooldown/charge requirement, WoC looks way slower/dangerous in that you need to stop longer/closer and aim it
I'm starting to think about altering my EA ballista champ so instead of doing no damage for an extra totem (running 5 atm) I drop one in favour of a supplementary damage skill with the spare 6link. As I am running what pertains to an ignite build for prolif in maps with density, I was thinking something more single target (boss) based that can take advantage of any extra DoT and increased damage I already use. But got to go do some maths. Any ideas would help. Cheers.
@@tehf00n yes but instead of lowering totem number power the speed. U can fit more damage. Another source od damage is pointless since ballostas already have best single target
@@jedrusnowak3317 not with EA they don't. The Hit element does nothing until it explodes and the ignite doesn't stack. I guarantee you against bosses that poisons would be better after they ramp.
There's another problem with poison DPS in PoB. It's assuming that you're hitting and applying poisons ALL THE TIME so you habe maximum stacks. Because it's not possible 20% faster poison damage is very strong
You're not quite right here. Faster poison makes you deal more damage while ramping up but then makes you deal less damage while ramping down. Notably, the damage gain is perfectly negated by the damage loss during ramp down. As a result, the damage gain from faster poison is proportional to the differenece between the time you spent ramping up and ramping down, which is variable but is guarenteed to be *at most* the duration of your poison multiplied by the number of immunity/cleanse phases the boss has.
Well... my ex certainly hates faster and prefers longer....
did she do damage over time?
@@tehf00n Bleed Gladiator
@@tehf00n yes mental damage.
I always end making a ignite build every league, cause its a build i already know, and isnt that hard to understand, in this league i made it with purifiying flame, its has similar numbers to WoC(a bit less dmg), but the functionality gives me more pleasure, i dont like how slow WoC is expanding, also the consec ground its a bit of extra survivality, i tried it also with arc, but basically its less dmg, more area coverage with the chains, nice video bro
Longer is better (c) Maven
slight clarification at the part about stacking swift affliction and replica emberwake because I found it confusing and had to look it up -- swift affliction applies a Less Duration modifier, not a reduced, meaning it's multiplicative -- ignite duration in this case would be 7.5% of the base or in other words about 0.28s, but he's still correct in saying that the ignite would have a duration of 0 seconds because PoE rounds ignite duration down to 0 if it would be less than 0.3s.
it's kinda wild to think about how much path of building influences the way people play poe.
Yep, Path of Building and Neversink both have huge influences.
Bleed can stack up to 8x under some circumstance
In my case I believe that as long as ignites arent less than 1.5 seconds its good enough, as long as your build isnt a meme you should be able to reapply your ignite at the very least once each two seconds
Grab several regen remnants on an Expedition boss without countering the life regen and that feels like infinite health
I love DoT builds. Currently playing a poison impending doom occultist and it's great.
Ailments is really fun especially making some crazy number happens. Is that an ignite that lasts 0.2 seconds, then I can apply 5 ignites every second.
Shouldn't Elemental Overload work on DoT skills with a hit component? Because anything that hits should also be able to crit.
Vortex, Cold Snap, and Creepinf Frost all hit.
Around 2:30 you mention pob not calculating ranges for ignites, i found out it actually does. Youll find cast speed can raise your ignite dps for this reason - its the average roll if you were attacking continuously forever. It is not just any old average roll.
my problem with dmg over time builds is ( mostly chaos) is that you will not be able to do competitive dmg without cluster jewels ( to few sources of incresed dmg in passive tree) and obtaining / craftig a decent weapon is a nightmare.
Most build need cluster to really push the dps though it feels like right?
@@kalt445 well you can get enough increased fire dmg and multilyer on the tree but only like 90% increased chaos dmg so some archetypes are more depened on clusters ( from a ssf point of view)
The passive tree buff with mastery kinda made cluster wheel less needed unless you need more jewel slots.
It's almost time for Vaal Flameblast! :D
I'm currently doing a WoC ignite build, and the damage is great (~9mil), but survivability is an issue for me. Stuck at level 95 :/
I was playing badgers ignite discharge, enjoyable build overall, but i was constantly getting fuc*ed by multiple monster aliment avoidance sources in instances....
Yeah, that's why I decided to create a Chaos DOT build instead. I was originally going for Detonate Dead Ignite, but monsters with ailment/ignite immune made it unbearable casting corpses then detonating them to deal sub-par dmg without ignite.
Unfortunately, my other option was to do Explosive Arrow ballista ignite. But, this is so popular and meta that my currency strategy wouldn't allow me to get end game items.
Why WoC and pury flame (phys to fire damage) doesnt drop ignite prolif circles?
I have a question, I am playing Cobra Lash and in PoB my hit DPS is 1 million and damage from 1 poison is 1.5 million, is my hit DPS too high? What should I do if it is
longer and faster deal the most damage when they are balanced
Ignite and damage over time builds are in a great place right now in that they are both numerically strong and offer an objectively safer playstyle in that you can choose when to reapply and still have dps assuming duration is long enough
Just an off point but after watching WoC gameplay im just sitting here wondering why people dont play arc ignite more, vaal arc is 0.2% but it pops full legions in under a second and has low vaal soul cooldown/charge requirement, WoC looks way slower/dangerous in that you need to stop longer/closer and aim it
I'm starting to think about altering my EA ballista champ so instead of doing no damage for an extra totem (running 5 atm) I drop one in favour of a supplementary damage skill with the spare 6link. As I am running what pertains to an ignite build for prolif in maps with density, I was thinking something more single target (boss) based that can take advantage of any extra DoT and increased damage I already use. But got to go do some maths. Any ideas would help. Cheers.
Maybe Vaal foameblast would be a good source of single target damage. It’s dealing fire damage and would use the same scaling you already have
Trust me. 6 totems is better
@@jedrusnowak3317 its only relevant to your attack speed ultimately. As long as you get 20 fuses it doesn't matter how many you have.
@@tehf00n yes but instead of lowering totem number power the speed. U can fit more damage. Another source od damage is pointless since ballostas already have best single target
@@jedrusnowak3317 not with EA they don't. The Hit element does nothing until it explodes and the ignite doesn't stack. I guarantee you against bosses that poisons would be better after they ramp.
I mean if you can make it deal damage fast... but you really want DPS, not duration. Most ailment builds can easily reapply ailments.
Btw don't try to speed up your dot on soulrend.
Ailment builds are only one really viable
Single target damage seems to be near impossible for me on dot builds
There's another problem with poison DPS in PoB. It's assuming that you're hitting and applying poisons ALL THE TIME so you habe maximum stacks. Because it's not possible 20% faster poison damage is very strong
You're not quite right here. Faster poison makes you deal more damage while ramping up but then makes you deal less damage while ramping down. Notably, the damage gain is perfectly negated by the damage loss during ramp down. As a result, the damage gain from faster poison is proportional to the differenece between the time you spent ramping up and ramping down, which is variable but is guarenteed to be *at most* the duration of your poison multiplied by the number of immunity/cleanse phases the boss has.