Firebird’s Finery 2-Piece Set: When you die, a meteor falls from the sky and revives you. Disintegrate Ignites enemies, causing them to take 3000% weapon damage per second until they die.
Firebird’s Finery 4-Piece Set: You gain 80% damage reduction and 4000% increased damage while Ignite is applied to a target. Casting Disintegrate adds Combustion stacks that reduce the cooldown of Teleport by 2% per stack. Stacks up to 50 times.
Firebird’s Finery 6-Piece Set: Hitting an Ignited enemy with a fire spell other than Disintegrate deals Ignite damage multiplied by Combustion stacks.
Developer’s Note: Firebird’s Finery is due for a rebirth. We have overhauled the set to breathe new life into it while still allowing the player to incinerate the forces of Hell.
Long awaited Firebird’s revamp. Fire based, while channeling Disintegrate and (presumably) Explosive Blast - CR to trigger set bonuses. Rough math is 3,000% wpn damage x 4000 damage x 50 for every non-Disintegrate Fire spell, hence using Woh + CR, which triggers fire damage 9 times and doesn’t interrupt Disintegrate channeling.
Overall it looks pretty neat, although imo, it would’ve been better with the old etched sigil. (Thankfully most of us still have our legacy etched sigils).
However, they’re still tying damage buffs and mitigation to igniting an enemy. At the very least they could have it durational based.
It would have been, wouldn’t it? But it’s something. The point of the DR being tied to Ignite is a good one, though it should be fairly routine to have at least one enemy ignited at all times. Only will take one disintegrate tick.
The way it’s worded though indicates no more annoying build up, it just says ignite which means instantly after disintegrate damages an enemy you’ll have the 80% and 4000% and no longer have to maintain on elite and/or trash mobs. It’s indicating that that only matters for teleport CD now.
Follower System Revamp: The Follower system for Diablo III has been revamped and will be made permanently available for Seasonal and Non-Seasonal play! Players can now equip Followers with a total of 14 different item slots which include the Follower Relic Item, Helm, Shoulders, Chest, Gloves, Bracers, Belt, 2 Rings, Neck, Pants, Boots, main-hand weapon, and off-hand. We’re introducing a new Follower feature into Diablo III called Emanate, which allows the player to gain the intended effect of certain Legendary Powers and Set Bonuses when equipped on the hired Follower. The current list of items with Emanate capabilities are the following:
Broken Crown
Homing Pads
Spaulders of Zakara
Goldskin
Custerian Wristguards
Nemesis Bracers
Gladiator Gauntlets
Gloves of Worship
Dovu Energy Trap
Rakoff’s Glass of Life
Avarice Band
Krede’s Flame
The Flavor of Time
Sage’s Journey (3-piece set bonus)
Cain’s Destiny (3-piece set bonus)
Follower Skills Revamp: Follower skills have been reworked to showcase new and updated skills. Check out the skills change list below:
Scoundrel
Crippling Shot
Ranged attack that deals 140% weapon damage and slows enemies hit by 80% for 3 to 6 seconds based on the Scoundrel’s Dexterity.
Powered Shot
Ranged attack that explodes on impact, dealing 120% weapon damage as Arcane to enemies within 10 yards and has a 100% chance to Stun enemies for 3 to 6 seconds based on the Scoundrel’s Dexterity.
Hysteria
Whenever you or the Scoundrel land a Critical Hit, you both will go into hysterics, increasing all damage done by 3% for 3 to 6 seconds based on the Scoundrel’s Dexterity.
Anatomy
Increases Critical Hit Chance by 1.8% to 4% for you and the Scoundrel based on the Scoundrel’s Dexterity.
Multishot Passive
Passive: The Scoundrel’s special attacks have a 50% to 70% chance to fire 3 bolts based on the Scoundrel’s Dexterity.
***** Skill Rework -Vanish
When you take fatal damage, the Scoundrel conceals you from enemies for 3 to 7 seconds based on the Scoundrel’s Dexterity and prevents your death.
*New Skill -Night’s Veil
The Scoundrel launches a cloud that covers a 20-yard area and lasts 5 to10 seconds based on the Scoundrel’s Dexterity. All attacks against enemies that are inside the cloud will be critical hits.
*New Skill -Piercing Shot
Ranged attack that pierces and increases damage done to enemies by 10% for 3 to 6 seconds based on the Scoundrel’s Dexterity.
*Removed Skills- Dirty Fighting and Poison Bolts
Templar
Heal and Loyalty
These skills now scale based on the Templar’s Strength.
Intimidate
Enemies that hit or are hit by the Templar are slowed by 80% for 3 to 6 seconds based on the Templar’s Strength.
Charge
Charges a target, dealing 280% weapon damage and stunning all enemies within 8 yards for 3 to 6 seconds based on the Templar’s Strength.
Intervene
Taunt enemies within 10 yards of you for 3 to 6 seconds based on Templar’s strength when you are hit.***** Skill Rework -Onslaught
Delivers a massive blow to an enemy for 800% weapon damage and causes the target and nearby enemies to take 10% increased damage for 3 to 6 seconds based on the Templar’s Strength.
***** Skill Rework -Guardian
When you take fatal damage, the Templar will rush to your aid, knocking back enemies within 15 yards, healing you for 15% to 25% life based on the Templar’s Strength, and shielding you from all damage for 5 seconds.
Enchantress
Erosion
Conjures a pool of energy that deals 330% weapon damage as Arcane over 5 to 7 seconds based on the Enchantress’s Intelligence. Affected enemies will also take 10% increased damage.
Focused Mind
A 40-yard aura that increases attack speed for you and the Enchantress by 3% to 6% based on the Enchantress’s Intelligence.
***** Skill Rework (Renamed from Powered Armor) -Powered Shield
Reduces damage by 6% from ranged attacks, increases Armor by 3%, and slows melee attackers by 60% for 3 to 6 seconds for you and the Enchantress based on the Enchantress’s Intelligence.
*New Skill -Temporal Pulse
The Enchantress casts a guided orb that deals 150% weapon damage and slows enemies by 80% for 3 to 6 seconds based on the Enchantress’s Intelligence.
*New Skill - Amplification
Increases your highest static elemental bonus by 5% to 10% based on the Enchantress’s Intelligence.
*New Skill -Prophetic Harmony
Reduce your skills’ Cooldowns by 5% to 10% based on the Enchantress’s Intelligence.
*New Skill -Fate’s Lapse
When you take fatal damage, the Enchantress empowers you to speed up your movement through time for 3 to 7 seconds to avoid death based on the Enchantress’s Intelligence.
The Emanate mechanic is cool, too. Nemesis Bracers + Flavor of Time now “come standard”, and some other stuff like Gloves of Worship and Avarice Ring are nice for solo speed rifts.
True, it would only take one disintegrate to ignite enemies. But the fact that you have to ignite an enemy in the first place means your nearly completely vulnerable without any nearby mobs, and since we have some enemies that can attack you from beyond what you see on the screen, it just seems like if you don’t get an enemy ignited asap, you’re likely to die.
Sure it’s an improvement compared to before, but it’s still leaves much to be desired. Simply changing the 4 piece effect so that you only need to cast Disintegrate in order to gain damage reduction for 8 seconds would be worlds better than what it currently is.
Precisely. They already want to have mobility (via no CD teleport or something like that) for the set, but don’t tie it to having enemies ignited. It will be so bad for bounties / keys etc.
Instead they could make it similar to WD munudunugu, for 8 seconds after you cast teleport, you gain 80% DR. Dealing damage reduced teleport CD.
How is the damage looking like compared to other sets / LoD builds? Can’t do the math so someone please enlighten me what to expect cheers! <3
Yes, in which before igniting needed multiple fire skills - now it no longer does… just disintegrate unless the notes aren’t specifically complete which is a high possibility.
So from what it says, it’s disintegrate = instant ignite = instant 80%DR / 4000% wd
however = 1 “combustion stack” = 2% CDR on teleport. The two from the notes don’t appear to be linked unless like I said the notes aren’t clear and complete enough.
If linked then yeah it’s almost as bad as before except you don’t need 3 fire skills to ignite anymore but you still would need 50 stacks to get the full 80/4000/100% CDR.
The damage reduction is tied to having enemies ignited, not to using Disintegrate (Disintegrate simply applies the ignite effect). So if you have an enemy ignited, you gain the damage reduction. However if that enemy dies, and you have no other enemy ignited, then you lose that damage reduction. The good part though is that you can quickly ignite enemies through disintegrate, however it requires you hitting them before they hit you.
If the damage reduction was durational base, like saying that after you ignite an enemy you gain damage reduction for 8 seconds, then that would allow more breathing room because even if you killed an ignited enemy, your damage reduction is still active.
I think you need to take a slower re-read, you have to ignite an enemy, which requires a disintegrate tick.
I’m not a math guy earlier, but Chantodo’s is 80,000% weapon damage(scaling with APS, I believe it was x5?), this is looking for 600,000% weapon damage. Tinne would be the guy to ask, I dont know how to calculate how much damage Vyr’s actually added to the 80k% weapon damage.
Firebirds was always my favorite themed set, Archon always hurt me physically and DMO was a steaming pile of crap.
That’s literally what I said, what are you talking about lol?
Current: X fire skill x 3 = ignite
New: Just Disintegrate tick = ignite
Get what I’m saying here? It’s an improvement lol…
I really think everyone just missed the point here in what I was saying or it’s been that long since they’ve played Firebirds. Igniting an enemy only takes one skill now limiting choice sure but certainly much better than needing 3 for any kind of modifiers.
The only part I’m not sure on is if the Combustion stacks are only tied to Teleport CD or if they’re tied to the initial 4pc modifiers? The latter would be the way it’s described. Needing 3 skills to ignite before you can do anything meaningful is why Firebirds really sucks, they addressed that now.
No, that part has been understood. But needing multiple fire skills to apply ignite to enemies wasn’t the only issue Firebird had. The other issue was needing to ignite enemies in the first place in order to gain your damage boost and damage reduction. While the revamp improved that aspect, it’s a problem that still exists. On the other hand if they just tied the damage reduction and buff to Disintegrate usage and made it durational, then I’d have less of an issue with the revamp.
The fact that the ignite mechanics are better in this new version is all good, thumbs up.
However the DR can’t be tied to having enemies ignited. This would only work for high GR’s where enemies don’t instantly die and you have good density. Imagine doing bounties or keys, where mobs will instantly evaporate from first tick of disintegrate and you will die from random projectiles etc.
We need a fully functional set that is on par with mechanics of latest sets for other int based characters (like necro / WD). Imagine if Masquerade had the DR bonus only while you cast bone spears. Make the set better and updated.
Regarding the combustion stacks. Again only for pushing GR’s, so it won’t do jack all in lower content for your teleport CD or dmg increase since the enemies will melt from the disintegrate first ticks, so you won’t have full damage nor mobility nor the DR. Doesn’t that look like a serious problem?
The other issue isn’t that you have to ignite enemies really if you think about it almost every set we have you have to do something whether it’s bubbles or getting into archon or building up stacks…it’s literally how every one of our sets performs.
The issue is exactly what I said, you need to do multiple things to get that bonus, and even when you do them it’s not enough, you have to do them to an elite or 20 trash mobs to gain full benefit.
All that seems to be gone with the way they’re describing it and you only have to worry about stacks for CDR on teleport. if that’s not true, then they need to re-word it.
Firebird is our only set whose damage reduction is tied to us needing to keep an enemy alive in order for it be active, and if that enemy dies, it instantly removes said damage reduction, until (in firebird’s case) we ignite another enemy.
Again, the issue isn’t igniting enemies. The issue is having our damage reduction only active while an enemy is ignited.
I don’t think it’s a serious problem, this goes back to my long standing argument that sets need to have or retain defined rolls. It’s a problem when you use one set for everything and it’s better than everything else at all roles (rifts,bounty,gr). I’m perfectly fine with Firebirds being very weak for lower content but much better for higher GRs.