Good point. What would you suggest? My initial thought would be to take less damage from ignited enemies, something like 60%.
Like I said above, to me this is a separate issue. I think channeling should be balanced with other playstyles through buffs to items that compete with the weapon/orb slots. That way you don’t have a “channeling set” or a “non-channeling set”, but instead you can have different ways to do damage within the theme of a set. I think Firebirds should have a channeling version and a non-channeling version, and both be about equal.
Agreed! Hopefully someone will come up with a great idea and maybe Blizz will notice.
I think I could get behind that. To make it fit the theme, ideally the DOT would spread to other targets. I mean…fire spreads!
Correct. The idea would be to start a spark, and then spread the fire. Like I said above, engaging gameplay requires you to pay attention and make decisions. In my set design, tt wouldn’t make sense to blast every enemy you see with your most powerful skills, because nothing is ignited yet and you’re not dealing damage. Likewise, once you do ignite an enemy, you need to kill it quickly to spread the fire.
Sure. My idea would be that to start the spark, you just want to spam a lot of “heat”, which means spells that cheap to cast, (like the fire rune on electrocute) or have high AOE (like Armageddon or blazar). The important thing to note is that you don’t need skills with multipliers here, because you’re just using them for the utility of ignited an enemy. After something ignites, you want to hit them hard, which means using your big multipliers, like meteor, hydra, twister, etc.