Melee Ignite?! During the league in which they removed Divine Inferno, gutting 60% of the archetypes damage?
Yeah, I know. It had to be done. Vaal Smite raining down divine judgement upon the entire screen was something I decided I could not pass up on.
Its an Elementalist that takes advantage of both shaper of flames and shaper of storms in a trinity setup to get bonuses to shock and ignite. It also takes advantage of Echoes of Creation, using warcries to augment the skill and increase the damage. Finally, we get fortify from the tree.
I'm using two full-strength damage curses triggered through battlemage's cry, though temporal chains would be an interesting divergence. Hextouch is a placeholder for hexbloom! The idea is to proliferate curses as well as my berek's respite ignites, but we'll see how well it works in live.
If you don't like the idea of using warcries, I wouldn't recommend playing it. It also has 2 mandatory uniques, Story of the Vaal and Echoes of Creation.
There are two trees, one that reaches for fortify and another that goes for some suppression. Can't have both!
https://pobb.in/Nq1Br6KhJfDH
(The configuration has been adjusted to reflect curse changes)
Some background info:
I played Smite Ignite in 3.18, Divine Inferno had caught my eye in 3.17 with it's 60% more ignite damage with exerted attacks - but the pieces didn't really fall into place until Echoes of Creation had been announced.
I ended up clearing the Atlas and Uber Bosses with the build, to my surprise. To be fair, this was with the help of some insane sentinel gear and pre-nerf Melding, but I think it did well!
Fast forward, 3.20. They're, removing Divine Inferno so that I don't feel burdened with uninteresting unique jewels. Coincidentally, my build was no longer burdened by a fat 60% damage multiplier! Thanks GGG!
Just in time for Smite to get a shiny new Vaal coat, of course!