Please Add More Ignite/Bleed Effectiveness for Forge Strike and Smelter's Wrath!

It’s no secret that some skills greatly favor ailment vs crit/hit scaling. I believe that skills should be flexible and that every class should have a hit-based or ailment-based support and sklls that support their archetype. That way we have more variety in builds!

Damage and ailment effectiveness. Ignite Forge Guard is one such archetype and is struggling because its signature damaging skills (forge strike and smelter’s wrath) favors hit-based builds. Both of these skills have high damage effectiveness (400%) which multiplies hit damage. They also have 100% ‘ailment effectiveness’; with 100% Ignite chance forge strike/smelter’s wrath does 1 ignite stack! Usually skills and ailment effectiveness should be the same. Other skills like rive, multistrike, or smite have a similar ailment effectivess to their damage effectiveness (100/100/100% vs 100/100/150%). A skill like Rogue’s flurry has 60%/60% effectiveness for hits and ailments.

The current situation. Their slower cast times and high damage effectiveness means that their ailment passive nodes need to make up the difference for ailment based builds. Unfortunately, this is not the case; getting a 4x multiplier for ignite only builds is impossible on the tree. Thus, a skill like rive will vastly outcompete forge strike/smelter’s wrath for ignite-based builds because they have the same ailment effectiveness.

Several solutions present themselves. One, either add crazy passive tree support for forge strike/smelter’s wrath to compete with hit-based builds. Two, or just increase their ailment effectiveness to 400%; 100% ignite chance would be 4 stacks of ignite for forge strike for instance.

This argument is just for forge guard, it’s for all builds with chonky hit skills. I won’t speak for other classes. This was just my experience with ignite forge guard.

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I think those abilities have various support for ailments if you’re looking to use them that way. Dot effects always seem to be pretty fun

Yes, forge strike has stun chance → increased ailment damage.
That’s up to 544% increase from a t7 2h-weapon affix, though there is a second one not giving much less stun chance.
That’s some good value, I guess.

You could just … Stack ignite chance on your gear instead…

With high cooldown reduction and lots of stun: Shield Bash → +400% ignite chance for the next attack.
Sigils of Hope → +30% ignite chance per sigil (120% total)
Smelter’s Might Passive → 140% ignite and bleed with 2h weapon
Phoenix Strike Passive → 120% ignite
Maehlin’s Hubris gloves → turn all your bleed-chance into ignite-chance.

There are options…

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Yeah there are probably some clever ways to set him up with increased stun chance. I know with smelter’s might too there’s a multiplier point for damage over time tied to increased aoe

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