its allow us to get all bleed chance from skill tree
work with this gloves and give us 5 ignite stacks
We are using Cinder strike here for single target, and detonating arrow for aoe dmg only. Decoy is good aoe and single dmg boost too, 3 decoys gives 5 stack of ignite each
So why is Sinder strike so good here? It have poison and bleed to ignite converted, it scale DoT dmg from DEX (Fire Walker), Burning dagger talent work very good on bosses gives us 1 extra ignite on each shot (its like + 100% ignite chance)
To rise our damage in this build we can get:
poison chance (its rise only our single target, burning arrow dont scale with poison)
Yeah CSA not capped cuz i’m not farming lvl 100 monos for now
1300 hp now, i need around 1800-2000 i think. About leech, i dont think there is a way to get ignite leech, i need hp regen or something…
dodge and glancing will come when i change my mediocre legos for good exalts and where i get lvl 100 (lvl 83 now and have 17 points for glancing, crit res and etc) and no i dont kiting now, almost faceroll everything.
The main reason of this guide to show that we can scale ignite alot, and we dont need hail of arrows for this (i personally hate this skill, its too slow), deffences will come regular way.
The problem of using a unique relic is that’s where the +Cinder Strike prefix lives. If you’re willing to sink some points into the crit vulnerability node there are some health on crit passives you can get along with Prism Wraps chest (3-8% ele leech on crit) & the leech on hit suffix (gloves/relic), idol prefix (2x1 & 4x1) & overkill leech (Woven Flesh chest, probably less useful for a DoT build).
And health on glancing blow (passive/prefix for helm/chest)/dodge (idol).
Normally I’d agree but I don’t really know if Cinderstrike is one of those skills in this instance that really benefits from additional levels? Cursory look-over seems like you’re only gaining 10-30% Cinderstrike-specific ignite chance if you use a non-unique relic, whereas the other ignite-leech suggestions you outline all seem pretty… gross.
Especially when you consider the affixes needed to make them work/other avenues of sustain (chest/helm affixes.) Then there’s also DA levels on chest, which is arguably the skill that needs the +levels more.
IMO, yes it can, with an additional 2 points you could get a +20 dodge for 4s stacking buff each time you hit something with cinder strike. Or 20% more burning dagger damage that would be inherited by ignites from daggers.
CSA - dont need to be farming empowered to be crit killed so imho its probably the most important defence in the game - especially if your health is low and you have nothing that is guaranteed to mitigate the double damage.
Not sure health regen is that good on a rogue - never tried it… High speed attack should make health on hit / % damage leech a pretty decent way to get health back tho… Unfortuantely getting leech on the ignite dot is pretty hard with limited options.
rest of defence… ok… just remember it takes exponentially longer to get those last 17 passives… Personally tend to use the last passives after 80/85 for offence rather than defence but thats just my preference.
Off topic, but interestingly your post inspired me to dust off my my bladedancer (i find the current bleed/poison rogues boring) into a dual sword “Lethal CinderCrit” … level 80 now and surprisingly fun to have 100% crit on all attacks - Cinderstrike (default attack) with Lethal Mirage as the invulnerability/cull skill. Clears mob packs with a single cinderstrike and i have so much % health leech on hit that as long as you are attacking you heal instantly. Defence is even great with 70% gb and around 80% dodge.