Hello everyone. Just writing this because i plan on playing in the upcoming season. I am planning on doing a fireball/meteor ignite build. Focusing primarily on fireball/ignite. My issue so far is that i havent really been able to find any build guilds for fireball. It is not a viable build? On a scale from 1-10 is it like a 2 or something, cause i cant find anything. Thanks in advance for any help with the matter.
it lowkey might be a 1/10 if im being real…
its pretty bad. the homing mechanic is kinda jank, it does poor damage and most of its skill tree is not that great.
its good enough to get you to 300c and maybe abberoth, but its gonna be kinda a hurdle tbh.
so many other ignite skills are just better. like volcanic orb for single target, and pretty much anything for clear.
The last time I played it, it was frustratingly bad vs some of runemasters built in ignite stuff like glyph.
Fireball is very strong, both for hit/crit and ignite.
And it naturally pairs well with Meteor for mana generation (With the Craterborn Buff that gives mana and ward on Fireball cast)
Just because something doesn’t have a guide doesn’t mean its bad, it just means it is not top 5%
Thanks for the replies. Yea… I was planning on utilizing as much ignite as i could via fireball/meteor primarily. I did also look into using volcanic orb also. I left that out in my initial post. Teleport as well and id have to see what else. Mainly a fire/ignite Sorc. I guess imma stick with that and hope for the best. I play with 2 other friends and i would want to be a burden. Appreciate the feedback folks!
Why ignite focused?
I’ve been tinkering with the idea of a fireball / meteor sorc for next season but going the crit route rather than ignite. The synergy is just too natural. This is very much so a WIP and has had zero testing yet, I’m not even comfortable it’s ready to test, I think I need more Ward retention and Ward generation to be viable, though it is kinda absurdly a “budget” version in that it’s strictly LP1 and only 1 T7 for Exalts. Regardless disclaimers inside this is more where I’m at:
https://www.lastepochtools.com/planner/BO6OydJQ
The general principle is leverage the new primordial exalt Truesight Glass with the fact that both Fireball and Meteor offer huge crit increases to overcap crit (140% crit chance minimum with both), thus having a 60% chance to deal 4.3x damage from a regular crit and a 40% chance to deal 7.3x damage from a deadly strike, with of course the 75% fire pen from Craterborn always being active thanks to every fireball hit being a crit and thus having a chance to proc Harbingers. If mana dips too low, focus up, if something needs killing, trigger Flame Ward. Use Teleport for mobility. If it really needs to die, hold down the meteor button to manually cast until OOM. 100+% increased cast speed ensures the spells flow fast, and 50% move speed and teleport means you move quickly around the map.
It leans into max mana for the mana regen and ward per second, Doom Pulse is just a bonus. A different weapon setup may be better, the key is just lots of flat damage and int really. In my eyes this is a far more promising direction. So I’m genuinely curious, what has you leaning ignite and what have you been cooking up related to that?
I thought about focusing on ignite because im just under the assumption that all the spells i plan on using would ignite the targets. Between Burning Wounds and Spreading inferno in the fireball tree, i just thought ignite would be viable? Maybe ive played too much world of warcraft fire mage, lol.
Using the following build as a base. Has strange skill in the actionbar!?
https://www.lastepochtools.com/planner/B4aKbDjo
My current state.
https://www.lastepochtools.com/planner/BjMnrNPQ
Still have a lack of resistents at the moment and dosn’t found the shoes a single time. So crits could be a bit problematic. But the combination of Flame Ward, Meteor and Black Hole + Fireballs melts down 150c bosses quite well. So i hope with the shoes and
I did this:
Its mostly similar to a build by Bigdaddy on Youtube in 1.2, primarily Volcanic Orb but Fireball puts in decent work while clearing and acts as a mana generator. Can be a bit tricky to manuever but the damage is solid and Uber viable too. The staff is core, If you don’t have the uber exclusive relic, you can use 2x Phantom grips to cap crit but will need more crit chance on gloves/amulet to reach crit cap.
Also on ignite, it can be very strong early game especially with Volcanic orb’s multi hits but it scales very poorly lategame as Sorc doesn’t have that much ignite chance and Ignite actually needs a lot more investment to scale on the level of crit lategame(You need a lot of duration penetration and chance to apply on top of having more damage multipliers).
Wildfire embers probably could’ve tilted the scales in Ignite’s favor but its broken and buggy so…
It’s not, it just doesn’t work how everyone thought it would, it’s not prolif like in PoE.
Though a reply to that says that it’s working as expected for Hungering Souls.
AFAIK the Wisp proc’d skills don’t use player skill trees unlike every other proc item in LE and that should be a bug.
And imma be real, that doesn’t make sense with how it works ingame. It says spread your ignites not spread a certain number of ignites based on the distance of the enemy.
Also we already have spread poison and damned from Mark of the Rat in Profane Veil and it works properly… (edit: Also the poison spread on potion use for poison overload)
But I think no point discussing about the broken item. Hopefully EHG can decide on how it should work and properly rework/reword it by next patch.
Definitely, given the item says it counts as you casting the skill.
Wildfire amulet is very unpredictable in case of procs. I’ve played spellblade FB+FC a bit - wisps are able to count fire brand stacks (at least length of strikes), but instead of frostclaw procs they’ll sht their fiery pants with tiny fire rings (FC burst? Dunno)
Yeah. That’s right. The Wisps may not that good as it sounds. The fireballs are also just a single fireball not 5 in a row.
But the amulet gives me over 230% chance to ignites due the uncapped fire res. Black Holes perk Heat Wave also count from the uncapped fire res.
The spreading of ignite is just a more or less aoe. But honestly bosses are alone. So in this case it just does nothing.
The amulet got me a nice boost for now. May look how far it can go.
Appreciate all the info guys. Ill keep working on it.
did they buff the homing this patch? cause that seems to have made a massive difference, those projectiles used to just fly lazily to space before LOL
Worth noting this vid is from more than a year ago, not only has stuff like Immolator’s Oblation been nerfed and the ward retention from Intelligence, ward retention formula has changed but also enemies have gotten stronger with possessed mobs and beasts. I doubt it would perform at the same level in 1.3.
Well the video is from patch 1.0 not sure how that fits with your fireball experience. But yes, they did fix something in 1.2:
I wouldn’t be so sure about that.
In the gameplay, we can see his immolator stacks go up to 8 when mapping (up to 10 when bossing). Best roll Immolator before patch 1.1 was +6 spell damage per stack, now it’s +2, so it’s 4 * 8 = 32
spell damage difference.
Patch 1.0 didn’t have weaver idols, so I can now slot humble idols with flat spell damage and also get +32 spell damage. There’s also primordial stuff now.