Fire Spells and Ignite feel terrible, particularly Flameblast

My experience thus far with a L77 Chronomancer focusing on Ignite, Flameblast with Fireball and Living Bomb support.

First and foremost, Flameblast feels just awful... for a number of reasons. In order of importance, from most to least, these reasons are:

Flameblast: Low Damage. Even with the entire passive tree dedicated to fire damage, ignite magnitude, including gems and gear, getting the highest level gem + level boosts that I can, the damage is just extremely underwhelming. If this was the only issue, that would be one thing. My L76 Warrior's Mace Strike does over twice the DPS of Flameblast. And it's fast, has no cooldown and doesn't rely on flammability, crits, etc.

Flameblast: Cooldown. 15 second cooldown. Without gutting my build's damage and survivability, I can get this down to 8.67 seconds or so. With an ignite duration of a little under 7 seconds, that is decent uptime. But again, the problem is that this ability has a long cooldown, meaning it should be very powerful when it just isn't. Why does it have a long cooldown AND mediocre damage? With such a long cooldown, the only feasible use is against rares and bosses. That's fine, but this ability needs to pick a lane. Is it a boss killer with high damage/ignite? Or is it a chaff clearer?

Fireball: One of the only good spells? Despite feeling quite poor in the early campaign, during mapping this turns into a very satisfying chaff clearing ability. Paired with Living Bomb, not only is your clear improved but you gain a constant influx of infusions to empower the spell. Most of the time I am maxed on remnants with 5+ on the ground after a fight.

Living Bomb: The other good spell. For some reason this spell does more DPS than Fireball and Flameblast. With +1 to Limit you can actually kind of spam this on low life enemies, causing a constant chain reaction of Living Bombs. Pretty satisfying.

Incinerate: Clunky, too many requirements and downsides. The damage on this ability is actually okay... the problem is, you have to slow yourself to a crawl and constantly channel this ability, waiting for it to power up. Like seriously, why does it have so many requirements?

- Need to cast other abilities to generate fuel
- Need fire infusion for maximum damage
- Need to channel for a long time for maximum damage

All this just for less damage than a Deadeye running around at mach 10 spamming Lightning Arrow?

Firestorm: Worst ability in the game. Seriously the damage on this ability is so bad I can't even believe it. Maybe it's decent if you have all 3 infusions, but again, WHY does it have SO MUCH setup just for the payoff? Why does Sorceress need to juggle this many mechanics while you promote builds of the week where people are just running around spamming 1 ability and clearing the screen? I genuinely do not understand why every Sorceress ability requires 3 different setups and conditions meanwhile other classes like Warrior can just drop a fissure and slam all over it, or ranger can drop a lightning rod and spam LA.

I don't actually think I can play past L77. While it is tolerable in some scenarios like basic mapping, things like Simulacrum are utterly impossible. The damage is just so freaking low, you barely have any passive points left for survivability. Mechanics like infusions, Flameblast cooldown, Incinerate fuel I genuinely don't have an issue with. But that should be it. Flameblast needs a big increase to base damage and honestly probably a +50% ignite magnitude tag. Incinerate should not have multiple stages anymore since it was a bad ability before you added fuel and infusions. Remove the stages mechanic and just let it do the damage of the current final stage. And honestly you should add a +25% less movement penalty or something. Because as it is now it's unusable in late game deadly encounters where you do not have the time to crawl around channeling an ability waiting for it to start doing decent damage. Most bosses and rares are jumping around constantly on crack anyways, they're never going to stand in the ignited ground.
Zuletzt angestoßen am 22.09.2025, 21:52:15
Yea fire is bad. I made a post not too long ago about firestorm

Anyway, your best bet is going with blackflame covenant because at least your fire won't get resisted by everything in the game until your damage scales enough. You can try fusillade, but it takes quite a bit of investment to get going, and probably won't work too well outside of blood mage

I tried fire archon and it's a little underwhelming, but could be an option for you
Solar orb is nice


Mash the clean
"
justalilbit#8578 schrieb:
My experience thus far with a L77 Chronomancer focusing on Ignite, Flameblast with Fireball and Living Bomb support.

First and foremost, Flameblast feels just awful... for a number of reasons. In order of importance, from most to least, these reasons are:

Flameblast: Low Damage. Even with the entire passive tree dedicated to fire damage, ignite magnitude, including gems and gear, getting the highest level gem + level boosts that I can, the damage is just extremely underwhelming. If this was the only issue, that would be one thing. My L76 Warrior's Mace Strike does over twice the DPS of Flameblast. And it's fast, has no cooldown and doesn't rely on flammability, crits, etc.

Flameblast: Cooldown. 15 second cooldown. Without gutting my build's damage and survivability, I can get this down to 8.67 seconds or so. With an ignite duration of a little under 7 seconds, that is decent uptime. But again, the problem is that this ability has a long cooldown, meaning it should be very powerful when it just isn't. Why does it have a long cooldown AND mediocre damage? With such a long cooldown, the only feasible use is against rares and bosses. That's fine, but this ability needs to pick a lane. Is it a boss killer with high damage/ignite? Or is it a chaff clearer?

Fireball: One of the only good spells? Despite feeling quite poor in the early campaign, during mapping this turns into a very satisfying chaff clearing ability. Paired with Living Bomb, not only is your clear improved but you gain a constant influx of infusions to empower the spell. Most of the time I am maxed on remnants with 5+ on the ground after a fight.

Living Bomb: The other good spell. For some reason this spell does more DPS than Fireball and Flameblast. With +1 to Limit you can actually kind of spam this on low life enemies, causing a constant chain reaction of Living Bombs. Pretty satisfying.

Incinerate: Clunky, too many requirements and downsides. The damage on this ability is actually okay... the problem is, you have to slow yourself to a crawl and constantly channel this ability, waiting for it to power up. Like seriously, why does it have so many requirements?

- Need to cast other abilities to generate fuel
- Need fire infusion for maximum damage
- Need to channel for a long time for maximum damage

All this just for less damage than a Deadeye running around at mach 10 spamming Lightning Arrow?

Firestorm: Worst ability in the game. Seriously the damage on this ability is so bad I can't even believe it. Maybe it's decent if you have all 3 infusions, but again, WHY does it have SO MUCH setup just for the payoff? Why does Sorceress need to juggle this many mechanics while you promote builds of the week where people are just running around spamming 1 ability and clearing the screen? I genuinely do not understand why every Sorceress ability requires 3 different setups and conditions meanwhile other classes like Warrior can just drop a fissure and slam all over it, or ranger can drop a lightning rod and spam LA.

I don't actually think I can play past L77. While it is tolerable in some scenarios like basic mapping, things like Simulacrum are utterly impossible. The damage is just so freaking low, you barely have any passive points left for survivability. Mechanics like infusions, Flameblast cooldown, Incinerate fuel I genuinely don't have an issue with. But that should be it. Flameblast needs a big increase to base damage and honestly probably a +50% ignite magnitude tag. Incinerate should not have multiple stages anymore since it was a bad ability before you added fuel and infusions. Remove the stages mechanic and just let it do the damage of the current final stage. And honestly you should add a +25% less movement penalty or something. Because as it is now it's unusable in late game deadly encounters where you do not have the time to crawl around channeling an ability waiting for it to start doing decent damage. Most bosses and rares are jumping around constantly on crack anyways, they're never going to stand in the ignited ground.

I'm melting bosses with incinerate and firestorm, flameblast for easy clearing of trash-mobs and fireball to finish the rest.

No idea what problem you're having.
I have a build guide for Ignite Chronomancer in the build guide forums.

It does go blackflame covenant though, since that lets you scale damage higher.

https://www.pathofexile.com/forum/view-thread/3768099
Zuletzt bearbeitet von imphilxd#4709 um 22.09.2025, 21:54:32

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