If it was my build, I’d leave only 1 pt in Internal Trauma, and max Agonizing Flames instead; this allows us to drop Crown and Quill, take Hawk and 5 stars of Revenant to get moar cast speed (even if you’re not buffed), ADCtH and Undead racial bonus. Or 4 stars of Revenant and 70% damage node of Kraken.
Maybe I’m just stuck on Revenant bonuses, but that 6% ADCtH make me hot
Welcome to the soldier side
Where there’s no one here but me
Except you did go for that cookie cutter soldier build goodness and fine tuned it to the max it seems, gratz! How do you scale this build in terms of how fun it is play compared to (already) million other builds you have tried/produced?
Also, small recommendations: move extra points from Demo mastery to Flashbang and BWC to softcape those. DA shred returns are great on soft capped Flashbang (plus radius increases QoL a lot), same with transmuted BWC - bigger radius and duration (plus a bit more of that OA shred) actually helps a bunch.
% phys isn’t a waste. It’s added to the damage before the phys is converted to fire. Personally I’d max out rending force on commando, since that class got real low crits. On tactician I’d leave it at 10.
@spanks how do you feel about elemental balance rings? Also, have you tried non mythic blood sigil?
I’d suggest a devotion binding change. Flame torrent to forcewave (it’s significantly weaker on thermites cause the flames circle around the mines and take their WD which is zero). Eldritch fire on Flash bang for that high proc chancd and you’ll only cast it once cause it spreads like pox. Elemental storm to bwc and fissure on thermites.
The advantage of agonizing flame is that it frees up one devotion skill to use at the cost of skill points. Helps alot considering your awkward bindings but it all depends on if you have points to spare.
From the game guide: The order of events for Conversion is as follows: Base Skill > Skill Modifiers > Conversion on the Skill or Transmuter > Conversion on Equipment and Buffs > Equipment, Auras and Passives
So when you cast forcewave, you get the damage from the Base Skill, then you add/multiply the damage to the modifiers (Rending Force, Trauma, those found in items like War Cleaver), then conversion on the Skill/Transmuter is applied (there’s no conversion in the transmuter here so we only get the conversion on gloves/amulet), then conversion from equipment and buffs apply (nothing here), after that the your sheet %fire modifier applies cause the damage is already converted.
Flat physical damage adds to you Weapon Damage value. Forcewave uses Weapon Damage value as part of base Skill Damage. So all flat damage bonuses do apply to forcewave, and use all forms of conversion and modifiers (cause they are used after base damage is calculated).