Greater fireblast build

what Components should I put on my rings and amulets?
Armor?
Gloves etc?

Thank you all so much in advance

Too many unknowns to give a good reply.

GT link please.

He’s just a sorcerer with flame buffs

Something like this

lol never built the Texas A&M Aggie sorcerer build, looks intriguing :slight_smile:

Sorry on mobile.

https://www.grimtools.com/calc/62awO0XZ

Perhaps it’d be more helpful if you gave us a link with devotions + items?

In the mean time, components should be generally used to satisfy the following in descending order of importance:
i. Resists (stun resist included)
ii. Armor absorption, OA, DA, flat hp
iii. Cast speed in your case (restless remains for the glove slot is probably BiS)
iv. Energy management (e.g. seal of annihilation, arcane spark)

-You’ll eventually want to upgrade from Greater Fireblast to Stormfire.

-sir spanksalot is right, I advise you start looking at endgame gear or any gear really to use as it will drastically increase the number of skill points you have available due to + skill bonuses. Granted, you aren’t picking a point-intensive skill from your masteries (unless you pair Stormfire with a nuke like Grenado) but it’s still good to know ahead of time.

-Skill recommendations I can make that you have not chosen are:

Arcanist

  • Mirror of Ereoctes. 1 point here as it can and will save your life or enable you to deal damage safely.
  • Conversion. If you lack things like ‘of Kings’ MIs, a few points backed up by + skill bonuses will net you a nice amount of Stun resistance, the other crowd control resists like Slow are nice too. At least 1 point it regardless.
  • Devastation. The go-to Arcanist nuke skill, don’t really need to say much else.
  • Nullification. 1 point it, it is an amazing utility. It can remove auras off of Heroes, every aura/buff you can read about here can be removed. You can strip other important boss debuffs like Rashalga’s infamous projectile burst aura, resist reduction debuffs like Zantarin’s Curse of Frailty etc. that nuke your resistances, even nasty debuffs that ordinary enemies like Aetherial Regurgitators can put on you that lower your max health by up to 35%.

Demolitionist

  • Blackwater Cocktail w/ High Potency. 1 point both of these. The main use is High Potency’s ability to reduce your enemies Physical damage dealt by 18%. Physical is one of the most dangerous types, especially as you’ll likely have low armour and low % physical resistance as a Sorcerer so must deal with it through other means like damage absorption and this is one of them.
  • Thermite Mine. It can be hard to use for a lot of people but it’s a necessary evil if you go Demolitionist. It provides resist reduction so enemies that are resistant to Fire/Lightning don’t take an age to kill. For enemies that aren’t, it stacked with other kinds of resist reduction acts as a damage multiplier.
  • Flashbang w/ Searing Light. The DA strip on Flashbang will allow you crit more, the Fumble/Impaired Aim on Searing Light will allow you to survive longer. 12/12 Flashbang and 1 point Searing Light or put more into it if you have the points/want to feel safer.

Don’t forget about mental alacrity, blastshield and vindictive flame!

Also, I urge you to consider starpact instead of reckless power. Cool down reduction affects devotion proves as well, and will also decrease the downtime of blastshield.

His grimtools link has at least 1 point in all of those so I assumed he would invest more if he could :p. But yes, at least cap all of those, you could leave Vindictive Flame at 9/16 as the % total speed starts to scale less than the lower skill levels at 9-16 but you shouldn’t be short on points for this build.

Star Pact offers cooldown reduction as sir spanksalot says which is great for both defense and also offense, it pairs great with celestial powers like Time Dilation, Healing Rain, Inspiration etc. allowing you to have these active more often.

Reckless Power’s only draw for a build like is the casting speed (which is should be easy to cap anyway due to Mental Alacrity/Vindictive Flame), you don’t benefit much from the main reasons to pick it being the flat Aether damage and % Burn duration.

Not to be nancy nitpick, but I thought 11/16 was the point at which vindictive flame starts to tail off?

Just had a look and you’re right, the 10th/11th point also give 1% of total speed. My mistake :rolleyes:

Thank you guys!