| Preceded by |
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| Accelerant since Update 26.0 (2019-10-31) |
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![]() 2 + when at max heat: +1t/s-2 t = time at max heat in seconds |
Immolation Protect Ember with flame armor that burns stronger over time, consuming energy once its meter is at full strength. Cast again to extinguish the flame. Introduced in Update 26.0 (2019-10-31) |
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Misc:
50-90% (damage reduction cap) |
Info
- Ember expends
50 Energy to surround herself in a swirling torrent of protective flame that burns stronger with each moment. While immolated, a thermometer appears above the ability icons, gradually rising in temperature. Ember gains
10% / 20% / 30% / 40% Damage Reduction on cast displayed as a percent (%) next to the thermometer, which scales up to
50% / 65% / 75% / 85% damage reduction at maximum heat. Press the ability key (default 2 ) again to deactivate this ability, expending all stored heat instantly.
- Damage reduction is capped 50% - 90%, achievable with 125%
Ability Strength.
- Damage reduction (DR) is related to the current percent heat (H) by the following formula:
DR = H × Min(0.90,0.85 × (1 + Ability Strength)) + (1 - H) × Min(0.50,0.40 × (1 + Ability Strength)) - E.g., with a max rank
Intensify and 75% heat Ember's damage reduction would be:
- 0.75 × Min(0.90,0.85 × (1 + 0.3)) + (1 - 0.75) × Min(0.50,0.40 × (1 + 0.3)) =
0.75 × Min(0.90,1.105) + (0.25) × Min(0.50,0.52) =
0.75 × 0.9 + (0.25) × 0.5 =
0.8 (80% damage reduction)
- Damage reduction (DR) is related to the current percent heat (H) by the following formula:
- Damage reduction is capped 50% - 90%, achievable with 125%
- Once Immolation reaches maximum heat, Ember drains energy at an increasing rate of

0.4 energy per second2 to sustain Immolation. The energy drain growth is uncapped.
- Example: After 10 seconds at max heat, Immolation will drain 4 energy per second: After 30 seconds at max heat, Immolation will drain 12 energy per second.
- While at maximum heat Ember cannot replenish energy using
Energy Vampire,
Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores,
Energy Siphon,
Energy Nexus,
Dreamer's Bond and/or
Wellspring. - Energy Orbs, Orokin Void Death Orb's energy restores,
Rage,
Hunter Adrenaline,
Spellbound Harvest,
Arcane Energize, and
Emergence Dissipate's Energy Motes can still replenish Ember's energy at max heat. - Immolation is treated as a channeled ability by Incarnon Genesis perks only while at maximum heat.
- Ability Synergy:
- Immolation's heat generation is affected by her abilities:
- The following values refer to how full the heat bar is, i.e. 0% means the bar is empty and 100% means it is full; these values are not referring to the damage reduction displayed to the left of the bar.
- The bar passively fills at a rate of 0.5% per second.
- Each cast of
Fireball increases the rate of heat generation by 1% per second. - Each cast of
Fire Blast decreases the rate of heat generation by 2% per second, while also removing 50% heat. - Each cast of
Inferno increases the rate of heat generation by 3% per second. - E.g. after casting Fireball three times, Fire Blast once, and Inferno once, Ember would be gaining 0.5% + (1% × 3) - 2% + 3% = 4.5% heat per second, and the heat bar would take 22.2 seconds to completely fill.
- Immolation increases Fireball's damage up to
300 / 550 / 600 / 800 impact and
100 / 200 / 250 / 300 at maximum heat. - Fire Blast:
- Inferno gains bonus damage in percent (%) equal to the current Immolation heat level.
- Immolation's heat generation is affected by her abilities:
See also[]
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13 comments
Still have so many problems despite of many buffs. At this point rolling back Ember prior to the skill change is a best choice.
I can't feel the rework made on Ember, this skill still drains her energy bar like crazy. It needs a bandaid augment that puts at least a damn drain cap
It doesn't need a cap, you need to manage your energy better. Put on ability efficiency, keep the ability from hitting max heat. Easy as pie.
Plus, the Healing Flame augment grants Overguard, which nullifies the whole purpose of providing damage reduction.
Immolation's damage reduction is way better than Healing Flame's Overguard though. The Healing Flame augment seems like a noob trap to me.
Ember needs another rework imho, i rather take old ember than this version. Ash too, DE should revert his 4 back but only the clones do the work
"i rather take old ember than this version"
Lets not pretend everyone including myself are lazy who want press a button and alt+tab the game
LOL you could take a bathroom break with "World On Fire"
I would like to clarify that Immolation increase only the damage of Inferno's Ring of Fire.
It doesn't increase the damage of the Meteor and the heat status that comes with it.
224% Ability strength will make even the base level of Immolation into 90% damage reduction. So Negative efficiency is how you solve the energy drain issues in a sense.
The minimum damage reduction is irrelevant, since you should always be at maximum heat.
Misc: 50-90% (damage reduction cap)
50 is the absolute max damage reduction you can get from a 0% Heat Gauge.
Read your tooltips.
"The energy drain growth is uncapped."
:expressionless:
It's to prevent people from being immortal for braindead gameplay (aka more free than it already is). Actually play the game and manage your energy and you'll be fine.
*laughs in mesmer skin*
Mesmer Skin still has to be recast. Not really much different from Immolation.
I hate to be one of those guys complaining under Wiki comment sections and offering a ton of reworks but genuinely...
Why doesn't Immolation just do the exact opposite of what it does and just give you energy when you're full on the meter instead? They would have to tweak it for sure to make sure that she's not getting like 50 energy a second but it's such a missed opportunity.
I mean, she might literally be the most energy-hungry frame just with Fire Blast and Inferno, I think there should instead be a way to offset it. That way you can actually run missions other than SP Survival without needing tons of efficiency and multiple ways to restore energy.
Also that way when you don't get punished for casting your Inferno 'too many times' when it fills the Immolation bar in half a second after using Fire Blast, and can keep your DR without just destroying your energy.
So just infinite energy? Seems a bit overpowered, and destroys the entire purpose of the kit design. The idea behind Immolation's increasing energy drain is that you're supposed to actively make use of the kit (i.e. cast Fire Blast to reset the drain).
Casting Inferno "too many times" doesn't give you any punishment; it gives you a benefit by increasing your heat build-up speed. After you've cast a decent amount of times, Fire Blast will reset Immolation's energy drain with no real downside, because your heat gauge stays capped due to how quickly you get the heat back.
"infinite energy too op"
Almost infinite:
Citrine
Gara
Gauss
Inaros( [rage] )
Limbo( little, but it is what it is)
Nekros
Nezha
Nidus
Oberon
Protea
Trinity
Voruna
Wisp( kind of with rage)
Literally infinite:
Garuda
Gyre
Harrow
Hildryn
Lavos(?)
STYANAX
Imo, for who spams 3,4, she would like a decent energy regen
You guys know she has an augment that drops energy orbs everywhere right?
"Energy drain growth is uncapped."
Why would you ever make it work like this?
Why would you make high DR unsustainable?
Why would you make her other abilities DECREASE the amount of DR she has?
It's amazing how they have 'reworked' Ember like 4 times over and her latest incarnation is still lame as shit.
Other cast-and-forget DR abilities like Shatter Shield and Splinter Storm give 95% free DR without any micromanagement and channeling cost. The cost of energy and constant management of the heat gauge for a merely 50%-90% DR is rather stupid here.
Indeed. It feels like the sort of detail that has just slipped DE's attention.
Particularly the part about the energy cost increase being uncapped is just dumb.
There's barely any micromanagement on this ability. The DR stays at its full amount 99% of the time. All you need to do to manage the energy costs is cast Fire Blast every now and then, like maybe once every 20-30 seconds. It's really not that big of a deal.
Dude this frame is stupidly powerful, if you combine it with gloom you become immortal, it's amazing
This activate full bonus Eclipse?
No
Immolation Augment: When Heat Guage is MAX - Fireball costs zero Energy. (also, Fire Blast, Maybe)
The drain isn't that bad when it first starts, but escalates. However, if Fireball was Free to Spam during that time, it would feel like MAX Meter is GIVING you something rather than taking it away.
I'd be more positive to this idea if fireball wasn't so trash.
If only there was a better way to control its intensity.Its easy to increase its heat rate but using 3 either destroys the meter or it isnt enough
You basically just need to balance her heat regeneration. If you spam her 3 too much you will tank your regen too hard to where you literally will increase it by less than 1% per second. However if you spam her 4 too much, then your meter fills up almost instant. During your gameplay you need you carefully manage how oftern you use her 3 & her 4. You want that sweet spot where your meter regen is just slow/fast enough to build up your DR. Once you find the sweet spot you essentially just use your 4 then immediately use your 3 to not fuck up your meter regen.
It definately takes some time to get used to as it is very easy to forget to press 3 so you aren't draining your energy bar & very easy to not got ham on your 4
Agreed, I don't think this ability is there yet. Also duration and efficiency doesn't seem to affect its max drain which feels outright dumb. It builds up to 10e/s and leave me confused and speechless.
What I meant if this is how DE dreamt the ability then instead of giving us new ways to play ember its more limiting instead.
"its more limiting instead" Go ahead and tank Battalyst disco balls in the face with pre-Update 26 Ember.