Just some suggestions to make that archetype better:
- Skeletal Mage Pyromancers convert poison chance to ignite only from tree. The only source of ignite chance is the Dragonflame Edict staff (for solo gameplay). Would be better, if poison from all sources was converted. The reason’ why I’m so obsessed with poison conversion is that I wanted to use serpent’s milk amulet. But without proper conversion, I will have a lot of poison chance, more than ignite chance, but do no poison damage.
- I also can’t focus on poison mages, because poison penetration/duration nodes is accessible only if I take pyre mages with their poison conversion. I can only choose death nights to block pyromancers, but lose ranged attack.
- Similarly I would like if pyre golem converted all poison chance to ignite.
- Volatile zombies have poison chance in tree and can convert all poisons to ignite, but those poisons/ignites are weak compared to the explosion, I need 300% chance to ignite to deal the same damage. With 600% damage effectiveness, adding some flat spell damage easily outscales any achievable ignite damage. I suggest accounting damage effectiveness for ailment damage, there already was such suggestion on forum without much attention.
- Dragonflame Edict gives ignite chance, but has no affixes for legendary version to further boost ignite damage. I know 1.0 will bring new minion affixes for weapons, please make them good. Right now axes and swords have all 3 minion suffixes (melee, spell, dot), while staffs and scepters don’t have dot, and wands have none.