Incinerate Build: residual problems how to fix

I’m curious, did you read the PTR patch notes? While I wouldn’t say for sure that they’ve hit the 400% damage increase you’ve suggested, the new Aspect that triples the beam along with all the other buffs they’ve piled onto it since S2 probably gets you close to that mark. At the very least I would expect it to be much better against bosses now.

I think the consensus is generally that it still probably isn’t enough to make the skill shine (which may simply be impossible without a fundamental rework of the whole thing), but I imagine the damage now is substantial. The forced immobility while channeling remains the skill’s Achilles heel; my opinion is that once mobs start hitting hard enough to one shot a player, Incinerate will be fairly ineffective, but up until that point it’s probably going to be alright, possibly even good.

INCINERATE’S problem is not movility…but is damage

Well this thing is the serpent isnt considered a summon like Hydras, skelly, wolf, etc… So it doesnt get the value of our stats which is kinda why I suggested to turn its enhancement into an Hydra so in term of coding and all it would fix a bit issue.

Second issue is it isnt affect by any of our aspects, Unique, affix (30% bigger). Just if it could be affected by these would make it already stronger.

Another thing they need to do would make the rune buffing Mastery to also apply to Core skills.

Incinerate dmg isnt that bad this season to clear. On boss tough haven’t tried yet sinse I dont really have any unique.

At this point, brick off the entire skill tree, throw away the aspects and start again. The code is so problematic on so many levels (including how the code works for channeling and procs) that they should start from scratch here. Black it out until fixed.

OR, take the code from druid for Hurricane but make it red color and coded as fire damage as a temporary measure.

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As a DoT, channelled skill, Incinerate cannot benefit from crits, cast speed, hit effects and direct damage effects. As a channelling skill, it disables moving in channelling. As a DoT skill, enemeies stop taking damage right after incinerate is moved away from them. Its lucky hit rate is too low at 8.3%, PER USE, which means continuous channelling cannot proc any lucky hit effect except X’Fal.

Yes. The spell needs to be rebuilt. It is just too flawed.

You sure about that?

Cuz I proc firewalls and meteors all the time with it. I’ve been leveling up in the PTR with incinerate and it’s been the easiest capstone dungeons for me ever.

Been leveling in PTR with incinerate instead of firewall. I don’t know if I’d play it in endgame, but it’s fun leveling now.

If they want to see how a channeling skill is done well then they need to look at Warhammer 40K: Inquisitor. The Flamer/Heavy Flamers in that game feel great to use and let you walk forward or backwards while burning everything to death.

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“Burn the Heretic! Kill the Mutant! Purge the Unclean!” Hahaha Incinerate would be awesome if it was like a Heavy Flamer.

There is a great solution for incinerate, by removing its restriction to movement while channeling. LE has a great example of a flametrower skill that lets u move, and it feels just as amazing as it sounds. The skill in question is ghostflame with the movement restriction removed tech.

not anymore, the dmg is fine now for s4

and btw you are wrong with almost all points u made, and probably havent touched incinerate since s2. Dots arent inherently bad, necro dots are pretty good.

The problem is the dot dmg on sorc has some scaling problems, Paragon is borked and synergies arent the best, on that account ur right. But PTR did improve it a lot by adding a new aspect and made the paragon not that essential anymore, more power was shifted onto items.

Also the aspect on flamescar is absolute garbage, you are scaling dot, not direct dmg and the aspect does direct dmg. Flamescar is terrible by design. Same story with Xfal, if you scale mostly dot dmg its dmg isnt that great anymore. And the ranks on flamescar dont make up the dmg loss anymore in the ptr since uniques have now the worst affixes and legendaries scale so much better.

It has 2 problems right now, first is its clunkiness in a blaster(all about speed and killspeed) environment. Second is Suspectible to cc w/o utilizing some unstoppable with other spells, before starting the channel.
So removing movement restrictions would be a great way to start tackling these Problems.