u/kestononline

Flamescar needs this simple change to make it less clunky

Essentially, Flamescar's problem is that there is no "linger" to it's unique aspect effect. It starts when it reaches the final charge and drops off immediately if you restart or stop channeling. Making it almost impossible to properly synergize with using other skills or scalers.

Currently it's:

>Incinerate gains one final charge, irradiating the area around you and increasing damage dealt by [200-300%] but costing an additional 50 Mana per second.

As is, basically the moment it reaches full charge, you use another skill (Example Inferno) and it's effect goes poof. Essentially having been in use for half a second to a second.

This simple change would fix it:

>Incinerate gains one final charge, irradiating the area around you for 4s and increasing damage dealt by [200-300%] but costing an additional 50 Mana per second while it's effect lasts.

Meaning, it's damage boost/AoE will last for 4s, or until you run out of mana; whichever comes first. This will allow a small window (about similar time to ramp up to full) of overlap where you can use other skills, restart your channel, or even dodge/move momentarily yet still sustain the effect.

u/kestononline — 7 days ago

Do Companions/Summons damage scale with the non-pet ALL DAMAGE multipliers?

I understand that they inherit certain stats like ChC/ChD, Attack Speed, Core Stat, etc, which then applies to the damage they do.

But do they benefit from the other all-damage type multipliers that affect the player output? Like the 80[x] on Perdition, or other uniques and aspects. The ones that say "your damage is increased by 200[x]" or "you deal 200[x] increased damage" etc?

Or is the Summon/Companion damage multipliers the only way other than the ones I mentioned above that get inherited (ChD/ChC, AS, etc).

And similarly, does the new Overpower stacks affect companion damage?

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u/kestononline — 10 days ago

Was able to hit 1.2 Trillion damage tick with Incinerate. Good times lol

Still not using Armageddon ,'-,

Edit: Also, I made a clip of some damage testing today; managed to hit 1.5 TRILLION! Basically allocated the Paragon nodes I currently have on defensive for regular play, to the offensive ones I hadn't activated yet. In essence, the ones which I will eventually activate later on (closer to P250). For the purpose of testing/showcasing the upper end (aside from the bumps from more Glyph Levels).

u/kestononline — 14 days ago

I've also cleared T105 with the same build. Flipped two defensive-purposed aspects (amulet and ring) which provides a big damage bump, now a bit fragile. Gotta keep moving/teleporting around.

Any Incinerate fans or Pyromancy aspirants can see the build at the following link. Some of the nuances, synergy, and alternatives are explained there as well.

It's the mid end-game setup above (P200). I'll create the early EG (P150/pre-mythic*)* and starter EG (P82) variants on the page soon. The P150 can clear Pit T80-90, and mythic introduction brings that upward into 95-100+.

Past Paragon 200+ it's most just pathing to the remaining defensive (armor/resist/life) nodes, and some outlying offensive (non-phsyiscal, vulnerable) nodes. T110 is probably possible with some good transfiguration and the late-game added defensive bump.

Hopefully this helps some people, as I've seen inquiries with regard to Incinerate in the past week. And will make it easier for me to just link to this if it comes up in the future.

Cheers~

PS. Still not using Armageddon (will be my running/inner joke all season)

u/kestononline — 15 days ago

That Fire Teleport hits different on a build that is historically used to getting across the map a bit slow. Anyways, Incinerate is going pretty well this season. Finally got to craft a Perdition, so the power bump I had been waiting for after my T10 transition fell into place.

I still have not activated my 5th Glyph yet however, so I am anticipating another 15-20% Damage bump when I get to P200'ish and have the points to path to it. I'm P188 now; so soon.

I haven't done a spec yet, but for those curious I'm using the following offensives:

  • Offensive Aspects x3: Untarnished Blade, Channeling, Cremator's.
  • Charms: Cauldron Set x5, Drognan's Anguish
  • Mythic: Heir of Perdition

The rest is Util, Resource, and Defensive; as Flame Shield is my main source of staying alive lol. Had to kite Butcher a bit there in the clip as I only have 27k HP and didn't wanna risk death then.

So much can change in a day with the right upgrades. Anyways, I am hopeful for T100 and beyond; just gotta level up a bit more.

u/kestononline — 17 days ago

It might seem like getting 300-450 Elemental damage (ie. on Staff) is amazing, but I don't think it compares with a 130-160%[x] multiplicative on many builds. Doing x2.6 damage is miles above a 450 Fire/Ice/Lightning pool bump.

Don't believe me? Go to the training grounds, put in something else in it's place and test your damage numbers.

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u/kestononline — 18 days ago

Got my materials, finally got an ancestral Flamescar... only for Blizzo to nope me. Checked the others, and all but one I have gotten so far doesn't work.

Are there any good uniques that can be turned into charms?

u/kestononline — 19 days ago

All about that Amazon energy...

Personally I had a blast. Took story breaks to bump/progress my world tier/difficulty so it would remain challenging. End boss even kicked my butt a few times. Finished Campaign (ie. boss) at Paragon 98, Torment 7.

FYI Incinerate is working well so far. Really love that Pyromancy charm set. We eating good right now fellow sorcs.

Also, one thing I've really liked in D4 is that the game engine has become good enough for our character to be part of the cutscenes. Which is really cool. Plenty of ops to get screenshots. Wish we had a photo mode.

u/kestononline — 21 days ago