Alright, let me try to be more specific.
What prompted this post was watching PRM get buffed to the point where we’re seeing sub-4:00 SR & Crucible clears with it. With channeled skills, I have an endgame fire FoI paladin and an endgame aether AAR spellbinbder, but I have by far the most experience with my chaos FoI Deceiver, which I’ve offered some thoughts about elsewhere in the past: on energy regen woes, and Tainted Flame conversion. It’s probably fair to consider my feedback as focused on FoI, and specifically chaos FoI.
I cannot achieve sub 6:00-min SR 75-76, myself, with that build. Now, I’m not the best player in the world, so that could be the relevant difference. But I did get @mad_lee to play it once, and he offered this take:
I think he’s a little bit ungenerous on the tankiness part, personally, but it is a weakness (no circuit-breakers except diamond component is a big issue). The damage is quite good, though, IMO. It’s not the absolute best build I’ve ever played for damage, but it’s very good. I think I did a good job of min/maxing to achieve that (at the cost of energy regen, AoE, and tankiness, of course).
So what makes the build clunky? Here’s what I think after running it through SR hundreds of times:
- When not channeling directly on an enemy, your damage output is indistinguishable from 0.
- Word of Pain (for resist reduction) and Symbol of Solael casting animations interrupt channeling for a noticeable amount of time.
- FoI’s range is short, meaning you spend a lot of time running slowly up to mobs that are out of reach to burn them down.
- FoI’s AoE cone isn’t that big, and enemies run around you, meaning a lot of times what’s sort of an AoE skill ends up feeling and playing like a single-target skill. This is especially noticeable when you’ve got like two hero mobs on you, right next to each other, and you just can’t get them in the cone at the same time. Being a cone, naturally, it’s narrowest adjacent to your character – which is also a place your enemies tend to like to be!
- Reliance on Inq seal and channeling for both damage and sustain makes you really, really reluctant to move/reposition, which is not a nice quality for a build to have – specially when your main damage skill at least in theory works best when you can “line up” multiple enemies. And you have to reposition sometimes to avoid dying, which means a big DPS loss (see point #1 above).
I try to mitigate #3 by taking Hydra constellation on my build, but it only helps so much, isn’t an option for many FoI builds, and makes the devo map extremely rigid (that’s why I can’t pick up any regen or tank devotions).
So our gameplay is: you walk up to a group, start channeling, get a tick or two in, notice that the ranged guy is just out of range. So you stop channeling, reposition, start channeling again, wait for stuff to die, then pivot to the mobs that ran around you, possibly repositioning to try to get multiple at once, or just slowly burning them up one by one. Or you can spend time trying to get the perfect positioning for maximum AoE, doing 0 damage and not leeching life until you find the perfect spot.
It’s just a lot clunkier than shadow strike, target the toughest guy still standing, reposition as needed without stopping your attack, and watch WPS delete everything else around them, rinse and repeat.
1 & 2 are not as bad on Fire FoI, because it at least has a decent DoT component that can keep doing some damage, not to mention Aura of Censure, and your resist reduction (at least on a paladin) is passively applied. But overall it tends to feel similar.
So in the end what you sort of think should be a good AoE build ends up feeling very single-target. Especially when you consider that the “single-target” melee builds you might compare to have WPS that hit multiple targets, often in a full circle around you, and seem to manage to delete common mobs just fine without ever explicitly targeting them. But as you say, it also doesn’t get to have top-tier single target damage, either. And has some of the worst mobility of any build – it’s a very committed playstyle, which also makes you want to invest more in tank and sustain and less in damage. (Compare my build to Voidsoul version, for example – the latter is tankier, but I find its damage to be low enough that the clunk makes it unfun.)
To conclude, this maybe came off as more of a negative rant than intended. I actually like my chaos FoI build! Some of the issues here are inherent in the design of FoI, and I enjoy FoI! So I’m not asking for a fundamental redesign of the skill or anything. But it would be nice if it were easier to mitigate some of the points above. Or in my opinion it actually wouldn’t be bad if a well-built FoI build that min/maxes for damage had similar single-target damage to a strong melee build. After all, it plays a lot like melee, due to point #4 and the very committed, stand-your-ground playstyle.
Edited to add: if you want a gameplay video to scrutinize my claims, here’s one: