Hi Wanderers, can anyone explain to me in a simple way how incinerate’s damage works and which perks it responds to? What does it interact with?
Thank you
(I found a similar discussion dating back to October 2023 but the answers are not clear to me)
Hum… ok, but if you or someone else have time, i’m very interested to understand.
Wich kind of damage it doing?
Incinerate interacts with passive key?
Wich affix could burst incinerate damage?
I know there are some better choices, but at this stage of the season, after 2 charatters at 100, i want to experiment.
Thx
Joke answer: the skill was designed by kid of high level executive so it keeps getting buff treatment even though no one understands code behind why just boosting the number x 0 does not increase damage.
Semi serious answer: there is something either bugged or something the devs haven’t vetted correctly where DR from monsters does weird things resulting in the skill being pretty useless stand alone.
Direct answer to your last post:
Burn damage/Pryomancy skill damage / Fire damage
Interacts with combustion key passive
Torch Glpyh (sometimes buggy) and Conflagration Aspect interact with Incinerate
I don’t think anyone really understands how burning damage works, not even Blizzard. The only thing I can tell you for certain is that it can’t crit. On top of that Incinerate requires far too many Aspects to make it work and even then it does very low damage. The Flamescar unique wand is also pretty lackluster. And perhaps the worst part is that you not only have to stand still to channel it but you also get punished for moving (because the damage ramps up with time) and its range and AoE are abysmal.
Bottom line, even with the recent 40% buff it still doesn’t work and I don’t know of anyone who has been able to make it work. Let us know if you find anything!
I’m coming off of an Incinerate build & the only reason I played it is because I got a Flamescar long long before the Starfall Coronet which was what I really wanted. My build was okay pre-patch but post patch it finally felt good. The issue with it was that what really did the damage was X’fals. So in actuality it wasn’t an Incinerate build but rather X’fals. Post-patch, X’fals is more like the cherry on top.
Breh I have no f*ing idea. I just play the game. All I know is, you go into Burning Instinct, build Fire, damage to burning and non-physical dmg, and Crit dmg.
Yeah it can. Flamescar’s aspect.
Not really.
True
I like the wand. You are right about standing still. It’s the fact that some monsters can push you out of the way or force you to move altogether. Doing so drops Soulfire and/or Inner Calm if you’re using that. I’m actually really glad they updated Soulfire cause it’s so much better now.
I did the gauntlet with it. The build can rip through monsters & elite packs no prob but then is weak on bosses. It’s b/c of the damage. Speed-wise it’s slower than the other builds. Overall it’s a pretty fun spec but you play it for fun & not to compete.
If you guys want, I can respec back to it and do a run through video or whatnot.
Well that’s just the little sparks that fly off, not Incinerate itself. And they do so little damage that investing in crit % just for that is pointless.
Right? It’s kinda scary when you think about how little anyone understands about what happens under the hood of this game.
Which Aspects do you use for it? I feel like a regen one is all but mandatory because of how mana hungry Incinerate is but both ring slots have to be dedicated to uniques because of Tal-Rasha and X’fals. My dream spec would be Incinerate that procs Meteors but there is absolutely no room for both sets of Aspects.
Right, but those sparks scale off of +Fire dmg and +Dmg to Burning as well as +Crit Dmg. Crit % is not worthless either as you have X’fals.
It’s kind of funny if you think about it Blizz
Everliving, Conflagration, Juggernaut, Control, Conceited. If I’m having mana problems, I can take off Tal Rasha’s or X’fals and put on a ring that has Prodigy’s.
Video is processing so it’ll be up in an hour. I’ll post a new thread once it’s ready. I ran it in t74 (whatever one popped up between 71-80) to sort of simulate how it would look on the gauntlet.
edit: well that was fast! video is up so it’ll be in the new thread
I see what you mean about it being an X’Fal’s build. At first it looked impressive because the first few groups of mobs you hit with it basically exploded, but then you see it struggle on elites when the procs don’t come.
I have very mixed feelings about X’Fals. On the one hand it single handedly makes pretty much any burn build viable. On the other, it feels like the ring does a lot, if not most, of the work, and then what’s the point of burn skills?
The whole class feels that way sometimes. They give us big multipliers on unique items and pretend we’re fixed.
BIG MOOD! It’s really disappointing. Maybe after the expansion they’ll overhaul things but right now everything feels like a bandaid. The entire game is basically a leaking ship being held together by duct tape!
P.S. I also use X’fals on my Meteor build and it really does feel like it’s doing a lot of heavy lifting.
incinerate is fun to use…until you enter wt4 or a high level nightmare dungeon…
Flamescar is essential for incinerate, as this is the only source of critical
Incinerate has a lot of penalties, despite it’s low damage output, hence for it relies heavily on ranks given by items
4 ranks on gloves + 7 ranks of flamescar +4 ranks of shako + puls 4 basic ranks = 19
aspect of inner calm cab buff it nicely.
flame bolt is ineffective to use with
in season 2 bloodbath was essential . this combines with damage reduction from burning enemies and flamewall was making your sorcerer a pretty tough opponent on PVP and able to survive on nightmare dungeons if used wit a necklace of disobedience.
Now in season 3 despite the 40% buff, the damage output is insufficient
Still the worst skill to use for a sorcerer. I recommend You to skip this one…you will save a lot of frustration
I’m starting to understand a bit more on why damage is so bad. Part of it has to do with Pyromaniac and Torch glyphs being really bad.
Pyromaniac:
Pyromaniac wants you to equip it to Searing Heat board and not Burning Instinct
If you equip Pyromaniac to Searing Heat, you only get the Fire Damage bonus while leaving the damage reduction portion totally inactive.
I’m using the Maxroll planner and it does not show any bonuses if you equip it to Burning Instinct board.
Pyromaniac is one of our few multipliers and it is a ‘ramping’ one in order to get the 10% multi whereas other glyphs from other classes simply get the 10% right off the bat. It takes 5 seconds to get the whole 10% while using Incinerate.
It gets worse when you put it into a bigger perspective. For example, you need 5 Meteor casts to get the full 10% except by the time you DO 5 Meteors, you would’ve killed like 2-3 elite packs. Maybe even a boss.
The Fire Damage bonus you do get is paltry. I’m seeing 61.4% if the Flame-touched bonus is activated which it should be once the rest of the board is filled out.
Torch:
The multiplicative bonus is yet another ‘ramping’ type mechanic except it wants enemies to crowd around you. Ideally 4. As each enemy dies, the lower the bonus will be until it’s a paltry 3%.
Between these two, you practically have no multipliers at all. Pyromaniac’s bonuses are only halfway working & the part it does work on offers smaller numbers compared to other glyphs that you could be using.
Instead of using Pyromaniac & Torch, you can use these alternatives:
Control glyph for +110% additive and 10-20% multi.
Imbiber glyph for the same additive you get from Torch.
Enchanter glyph for 139.5% additive
Exploit glyph for +Vuln damage and +10% all damage multi
Tactician glyph for +25% dmg to Burning, 12.5% dmg red from Burning, 10% dmg multi for casting a defensive skill (Burning Instinct board)
Territorial for 67-97% additive with 15% dmg red from close
I don’t have any of these glyphs leveled so I can’t do an updated video at the moment to show how the damage compares. I’m going back to work on Starfall where I’m really close to smoothing out the gameplay loop whereby I’m only casting Meteor (similar to how it was pre-Starfall)