Finisher / Fire Staff PvP Build
Season 6
Fire staff is a MONSTER right now dealing insane amounts of burn damage. Pairing it with Rapier makes it one of the best solo PvP setups you can run in season 6! Also I think Incinerate might actually be a good skill now..
This build gives some of the most enjoyable PvP gameplay you can experience in this game, and it’s a personal favorite so I recommend you try it!
Check out a video guide with gameplay for this build!
100 CON is on the low side so you can go 150 or even 200, but if you like damage like me 100 works great once you get used to it! Otherwise 100 DEX is a must for Rapier damage, and with the massive diminishing returns after 400 INT you actually get more damage from DEX’s 50 and 100 jump points. Any extra points I would dump in INT or CON as I work up to 725 GS.
This patch I think adding some slash resist via the necklace would be perfect to go with the rest of this damage resist spread!
Dexterity
25: +5% critical hit chance. +10% skinning speed.
50: +5% damage while at full health. +20% haste for 3s after skinning.
100: +5% base damage while stamina is not full. +50 encumbrance.
Intelligence
25: +5% damage increase to backstabs and random critical hits. +10% harvest speed.
50: +5% damage increase to targets inflicted with a damage over time effect. +5% chance for 1 azoth when harvesting.
100: +10% damage to light and heavy elemental attacks. +50 encumbrance.
150: +15% to elemental damage. -10% weight of harvested items.
200: +10 mana on critical hit. +20% harvest speed.
250: +30% duration to applied damage over time effects. +10% yield increase when harvesting.
300: +7% damage to targets below 50% health. 25% reduction in Azoth travel cost.
350: +10% ability damage. +10% chance at finding rare items while harvesting.
Constitution
25: All health consumables are 10% stronger. +10% Logging speed.
50: +10% physical armor when at or above 50% health. 10% reduction on durability loss for tools.
100: Increase max health by 10%. +50 encumbrance.
Equipment
The finisher is BIS for both weapons damage, but you can use the Inferno artifact instead if you prefer to favor the fire staffs AOE!
Otherwise the Finisher would have Keenly Jagged as the final perk here, I have not been able to upgrade mine yet!
For the Fire staff I wanted to really try out Incinerate, so the empower perk actually made it do a decent amount of damage! Keenly Jagged is the must have perk here and I would love to score Alacritous Punishment as the final perk instead of vicious!
For the armor at this stage of Fresh Start I think it’s best to aim for 4/4 Refreshing and 3/4 or 4/4 Freedom. Ideally any shirking heals would be BIS here! Otherwise Elemental Aversion is my 3rd perk of choice. If your going to use Flurry you NEED the Leaching Flurry perk on your armor for that invulnerability!
For the Tumblers Feetwraps I would love to have shirking heals as the final perk.
The amulet is just missing Slash Protection alongside Healthy and Stamina Recovery.
The ring is perfect! Both tumblers and healthy toast can proc healing breeze on ourselves.
The earing is perfect, with endless thirst being the endgame goal once I can farm it from the mutation!
Stoneform is a must have heart rune since this build has no other CC break, I would also love to upgrade it so it heals me too..
As always use the best food you can find, honing stones, and health / mana / regeneration / potions! Of course remember to use the desert sunrise drink to give you more DOT resistance!
Active Skills
Rapier
Flurry - 3/5 Upgrades
Flurry is amazing with the armor perk that gives it life steal and invulnerability. This lets you trade with ANYTHING and win.
Also this is a multi-hit move that can return a TON of stamina, so in a way it can almost function defensively like riposte while also having huge offensive potential!
The footage of this build gives great examples of how Flurry can be a huge game changer in fights!
Evade - 5/5 Upgrades
The bones of rapier, evade is truly the greatest skill it has. You can cancel any skill or animation with it and use it to attack or defend. The super low cooldown means you can use evade a ton in a fight especially if your landing attacks!
Fleche - 4/4 Upgrades
A fast gap closer that allows you to travel through players and has a follow up backstab.
Fleche paired with burnout gives this build some of the best mobility in the game!
Fire Staff
Fire Ball - 2/3 Upgrades
A very powerful AOE blast that is your go to skill of choice to start a fight. Fire ball no longer has as much up-front damage, but with the burn changes to fire staff it can apply a ton of burning pressure.
The best part is its easy to aim!
Incinerate - 1/3 Upgrades
Ok, hear me out. I found this skill to be really good. The stagger is amazing, something fire staff really needs to help stand its ground, not to mention the synergy of the stagger into Flurry gives you a very powerful offensive combo that makes you hard to hurt while you execute it.
Since smolder is so strong now Incinerate actually feels like it does a ton of damage again, just more over time vs all in one hit.
Burnout - 3/3 Upgrades
The second gap closer of this build that can deal huge amounts of damage on the skill shot. I prefer to use burnout to attack since the wind up animation can be risky defensively.
With smolder being so strong right now, Burnout can be devastating if it hits and applies 3 stacks!