Divine Ire Elementalist build guide 3.18 archnemesis (league start viable)
Divine Ire·Elementalist·Delirium·Essence
1.15MDPS37KEHP6.91KLife~2.3
Budget
Traded my golems for damage... || ArchSSF ep.5
Divine Ire·Elementalist·Bossing·Heist
861KDPS37KEHP6.71KLife~2.5
Budget
Some insane progress today! || ArchSSF ep.2
Divine Ire·Elementalist
1.05MDPS37KEHP6.02KLife~1.4
Budget
For all who league-started with or thinking about Explosive Arrow Ballistas. Here is a mini guide on playstyle, budget and commonly made mistakes in Archnemesis League (TL,DR in comments)
Explosive Arrow·Elementalist·Mapping
155KDPS40.5KEHP3.47KLife~190
Budget
Divine Ire was a solid choice for a starter || ArchSSF ep.1
Divine Ire·Elementalist·Mapping
13.1KDPS21.2KEHP3.96KLife~190
Budget
I made a ignite divine ire for 3.17 and would love some tips on how to make it better Edit .1 Forgot to say ill be playing in SSF
Hey guys! I'm theorycrafting Fire Trap dot-based build for myself, so I added some random items from other builds. It's not min-maxed at all, my goal is lazy mapping and killing bosses when you just running around them with minimum buttons on low budget. Please let me know what you think of this and feel free to add any adjustments you think would help. POB:
“Allow your wisdom to be tempered by the flames of the past.”
My fastest hipster league starter ever: Frostblink Ignite Prolif
Frostblink·Elementalist·Mapping·Simulacrum
992KDPS74KEHP5.12KLife~3.1
Budget
Explosive Arrow: Now has "Explosion deals 5% more Damage with Hits and Ailments per Explosive Arrow on Target" (previously just Hits). Change Hydrosphere to have a one second cooldown before it can be hit again. This maintains the ailment mechanic on Hydrosphere to still allow for some special skill interactions but is no longer such a significant single target damage multiplier for so many skills. I have been playing EA Totems in the Deli HCSSF event and was fairly successful with it. The build was hit-based, and with the change to Hydrosphere I doubt it will be competitive with ot
Caster League? Let's play Explosive Arrow Ignite
Explosive Arrow·Elementalist·Simulacrum·Delirium
1.82MDPS5.52KLife~2
Budget
My SSF Delve Build - Infernal Warcry Ignite Elementalist(Currently #3 Overall, #2 Ele)
Armageddon Brand·Elementalist·Delve
66.9KDPS4.74KLife~2.4
Budget
HCSSF Flameblast + Fireburst Elementalist Final Thoughts/Review [PoE 3.16 Scourge]
Determination·Elementalist
6.22KLife~10
Budget
HCSSF Flameblast + Fireburst Elementalist Build Diary Ep.2 [PoE 3.16 Scourge]
Vaal Flameblast·Elementalist·Mapping
70.1KDPS5.87KLife~4.6
Budget
3.16 Scourge SSFSC The Feared Fire Burst Ignite Showcase- Day 6 of League
Fire Burst·Elementalist
1.6MDPS6.14KLife~3.1
Budget
1.52MDPS3.93KLife~6.4
Budget
3.45MDPS3.91KLife~2.3
Budget
Hello guys, Just crafted a generic POB for ignite elementalist using divine ire, i've got up to 750k ignite dmg/ 4.2m total ignite dmg, 171%hp, purity of elements for elemental immunity, determination to avoid 1 shots and also golems stuff. The build doesn't relly on the EE because it's way too far on the tree, the good thing is that you can get it through scourge implicits :), either way the dmg is still good. If u happen to obtain the EE from scourge implicit, remove Divine from the tree as it's gonna messup the EE. I plan going this build for SSF, since it doesn't require any speci
3.16 League starter - Ignite elementalist - Diviner ire
Divine Ire·Elementalist
778KDPS3.36KLife~176
Budget
As I was interested in starting Fire Burst I thought I'd write up what changed using the character of u/killeen22's recent post as reference. First I'll give a quick overview over what's changed Skill changes: - base damage was nerfed by about 26% - damage effectiveness was nerfed by about 26% (I will be adjusting Immolate to compensate) - cooldown is only relevant for clearspeed (especially after the blowback nerfs) Cluster changes: - shock from cold conduction is dead. (-23%
Fire Burst Status Report
Fire Burst·Elementalist·Ultimatum
446KDPS8.45KLife~20
Budget
WHY Fire Burst Ignite Will Be an OP League Starter in 3.15 (IF It Doesn't Get Nerfed)
Herald of Thunder·Elementalist·Heist
58.4KDPS4.36KLife~19
Budget
“Where there's a silver key there must be a silver door.”
Herald of Thunder Igniting ENTIRE Maps - Autobombers are Back! [PoE 3.13]
Herald of Thunder·Elementalist·Mapping·Heist
1.51MDPS3.58KLife~6.4
Budget
[PoE 3.13] FIRST ATTEMPT at a Maven 10 Boss Fight - Deadly, but not for the reason you think!
Flammability·Elementalist·Heist
5.17KLife~2.4
Budget
[PoE 3.13] Streamer RNG Confirmed, Time to BLAST (Echoes of the Atlas Launch)
Divine Ire·Elementalist·Heist
582KDPS4.4KLife~8.3
Budget
Welcome exiles, There's been a lot of interest in this sub for divine ire ignite thanks to the recent elementalist rework. I've spent way too much time theorycrafting and absorbing everything people discussed here (slurp), so I thought I would share my version. (already posted it in response to another thread but I thought it deserved its own thread, and I tidied up a few things since then). So here the focus is on survivability, because I'm really not convinced the other versions posted here are reasonable on that aspect (sorry creator of the "tankyer version", we still love you <3 ), an
Divine Ire ignite elementalist, an actually tanky version (2M shaper dps)
Arcanist Brand·Elementalist·Abyss·Harvest
5.85KLife~6.2
Budget
5.52MDPS6.38KLife~2.3
Budget





















