Open main menu

Mantain Incendiary Arrows around 13 seconds, with Serpent Quickness the recharge will drop to 16 secs (if I.Arrows is around 13 than Serpent Quickness will be at 27 seconds, before Serpent Quickness finishes, you can use I.Arrows two times at 16 seconds, by the third time at 16 secs, I. Arrows should have already recharge and Serpent Quickness will be left around 5 seconds left to recharge, wait for it)and with a Shortbow it's definitely a constant of interruptions. Use it with anything that gains more attack speed and/or with the new buff to Precision Shot.--ShadowFog 14:09, 22 January 2008 (UTC)


This skill is now EXTREMELY useful. Bisurge 04:27, 8 August 2008 (UTC)

I take interrupts over burning any day.
Maintaining Burning+Poison/Bleeding on 3+ foes > Random Interrupts...besides D-Shot and Savage shot should be all you need on your bar anyway.--Underwood 07:26, 8 August 2008 (UTC)
/agree I never used Incendiary Arrows pre-update, didn't think the ability to interrupt was worth a preparation. Edit: Also notice that it also hits foes NEAR your target, unlike Barrage and Volley that only hit adjacent ones. BeeD 09:27, 8 August 2008 (UTC)
This is a fair comment. Also, I feel that they wanted to rework this skill as a PvE worthy elite and keep it out of PvP. Although anyone using it in PvP is welcome to do so, since it's not OP, not spike friendly. Most importantly, it's a multi target arrow attack that DOESN'T REMOVE PREPERATIONS. --Ckal Ktak 13:40, 8 August 2008 (UTC)
People were bringing Choking Gas over Incendiary Arrows anyways, this skill's old form will probably not be missed. Saphatorael 14:06, 8 August 2008 (UTC)
I'm removing the statement that this skill can maintain buring on three targets. That's quite impossible. It is true, the recharge is the same as the burning duration, but the burning isn't applied instantly, you have to fire the arrows first.  Why 14:15, 8 August 2008 (UTC)
Could this skill be used in a Barrage team to provide burning as well? quad 14:53, 8 August 2008 (UTC)
Sure. It could be used by a barrage team to spread poisoning too. --Ckal Ktak 15:32, 8 August 2008 (UTC)
Let's see how this skill works with Choking Gas; it would be interesting to see if it becomes an in the area range spell casting interrupt vs certain groups. --Don Knowall 17:13, 8 August 2008 (UTC)

umm, so no1 cares for nightmare wep vamp bows either? okay... =[ i thought since its effect hits foes near target, it would make it more effecient but oh wells...

this update totally killed my awesome combo with frustration

  • This buff is way OP in PvP, with poison prep you may spread -10 degen + dmg on 3 ppl most of the time. I've seen it in Arenas, it is totally devastating to any team. It is like poison arrow blended with burning arrow and dual shot into a single elite. NERF FAST! -- 18:27, 8 August 2008 (UTC)
There's no +damage, dude. Also, spread out. -- 19:26, 8 August 2008 (UTC)
Yeah, This is a powerful skill, but nothing you shouldn't be able to deal with. Also, it's in wilderness survival, meaning that you generally only get 2 seconds of burn with it. It's nothing like Burning Arrow for damage to a target. --Ckal Ktak 19:59, 8 August 2008 (UTC)
Maybe they forgot the "remove preparations" part? --NeHoMaR   22:59, 8 August 2008 (UTC)
This skill makes me think of Lava Arrows, the 1/2 range restriction of that spell is replaced with needing a bow, no activation and 1 second longer recharge time. This skill has a cap of 42 armour ignoring damage to foes that can burn. If nature rituals, preparations, and other damage sources are used, the armour affected maximum 68 fire damage of Lava Arrows might cause more damage in some situations. --Don Knowall 23:26, 8 August 2008 (UTC)

This skill is now a flag stand power house. I think the not remove preparation part is a bug and not intentional. This can spread poison and burning to 3 targets in nearby range. Lightblade 01:24, 9 August 2008 (UTC)

you still can't kill them faster because there is no +dmg and dmg from conditions doesn't stack with multiple rangers 11:25, 9 August 2008 (UTC)

I dont about some comments here but, before the update, read the first statement I left in January, you could keep almost all the time interrupted a target while burning them, ideal for short teams, like RA,TA and to single targets like in PvE. Its functions has changed to a spiker version. With Apply Poison, you can take a whole shrine, in AB, for yourself easily. If you are under attack by such combo you can counter it by bringing Antidote Signet to the field.--ShadowFog 05:01, 10 August 2008 (UTC)

Seriously, no + damage doesn't mean it does zero. Therefore it has the potential to do -10 degen + damage. Bows have an innate 14-27(if I remember correctly) damage.Pika Fan 19:39, 16 August 2008 (UTC)

well i just don't agree with the all of u. I really liked this skill cuz it caused burning and interupt, even though on 1 foe. Really useful against monks cuz their healing skills activate really fast and you can't interupt them within 1 sec of activation. Also, it causes burning wenever it hits, which is, if you target a single foe all the time, its burning infinite.

I agree with anonymous guy here. Also it can't be compared entirely to choking gas, since unlike choking gas this used to interrupt SKILLS not only spells, so you could use this to shutdown any class not just a caster. As for PvE this was awesome against some nasty monster skills out there, like those used by Kuunavang and Glint, while also serving as a kind of DoT. -- Firestorm10 02:32, 1 December 2008 (UTC)


see Image:User Why Are We Fighting Incendiary Arrows.jpg.  Why 14:06, 8 August 2008 (UTC)

Don't see a bug. -Auron 14:07, 8 August 2008 (UTC)
Hold on, uploading..  Why 14:07, 8 August 2008 (UTC)
Edited some of the spelling mistakes on the page. Small edit.Pika Fan 14:53, 8 August 2008 (UTC)

I see the bug... thats not that nearby... thats like other foe in the area, hahahaha SabreWolf 18:25, 8 August 2008 (UTC)

lol, it hit a foe in the area and it didnt even hit the actual target!!!Crimmastermind 02:26, 9 August 2008 (UTC)
Moar like Random Incendiary Arrows. How consistently does it do this? --Cjad the Nord 03:20, 9 August 2008 (UTC)
Bug's fixed, it says, so I'm removing the bug note.


It seems like with its new function, this should be moved to the Marksmanship attribute. Doesn't seem like a Bow Attack should be in Wilderness Survival tbh.-- 12:25, 9 August 2008 (UTC)

I like the fact that this is in wilderniss. This way you can effectively raise this skill and Ignite Arrows to a proper level, they work really well together. Besides, Poison Arrow is a wilderniss-bowattack aswell.  Why 13:07, 9 August 2008 (UTC)
Not to mention Apply Poison, which is what this was made for spreading. I like bringing both Ignite Arrows and Apply poison for flexibility in FA. This is so much better than Burning Arrow, which is a terrible elite anyways seeing how rangers are supposed to spread their conditions. <> 15:36, 9 August 2008 (UTC)

i like the new skill but the atribute epic fails if i dont set 12wildernis survivle(3sec burning) and 12 marksmanship (build need damge) which fails becos 3expertise (no energie manegmant) please aent change atribute to marksmanship or expertise (what has a bow atack to do whit wildernis suvivel anyways)

What does a Burning Arrow have to do with Marksmanship? That should be moved to Wilderness Survival. 22:30, 10 August 2008 (UTC)
Accurately shooting arrows that are on fire has much more to do with archery skill than surviving in the wilderness... Arshay Duskbrow 23:25, 10 August 2008 (UTC)
What would you consider Kindle Arrows, then? 01:59, 11 August 2008 (UTC)
A preparation-- 02:23, 11 August 2008 (UTC)
Kindle doesn't belong in WS either in terms of theme. The reason so many preps are in WS is balance, not because it makes thematic sense. Honestly, WS should've been named "Ranger Lore" or something more general, but that's neither here nor there. Arshay Duskbrow 05:45, 11 August 2008 (UTC)
I think it's more to do with the fact of stopping the skill being abused, it's hard to balance skills i expect meaning they can't always put them in certain attribute catagories.

just so everyone knows. One second of burning isn't that much damage. Just settle for 2 seconds and you can use the rest for expertise/marksmanship. after all this skill is more for spreading poison then anything else.--Simpson man 08:18, 11 August 2008 (UTC)

The scaling should either be increased to 1...3...4 or the skill should be moved to marksmanship. However doing both of those would make this overpowered. --The preceding unsigned comment was added by User: (talk).


They decide to change the only preparation i like. RAWR.

Buddy, that makes us two.--ShadowFog 03:43, 12 August 2008 (UTC)
Yeah they took a crappy elite prep and made it into a great elite attack. Shame on them... Arshay Duskbrow 04:15, 12 August 2008 (UTC)
Yeah 'cause interrupting and burning a foe at the same time is crappy...yeah. How it was "crappy" before the update? Please elaborate, no random comments, thanks.--ShadowFog 14:39, 12 August 2008 (UTC)
It consumed your elite, awful attribute scaling, most people only have 8-10 points in wilderness survival so they would end up with about 9-10 seconds of incendiary arrows out of 24.
Well, the idea is always to build an adequate build not mediocre build around the elite, that is logic, if other people were to set their Wilderness Survival low then why the heck would they be equipping this elite if they knew it would not work in the first place? Read my first statement at the top page, which explaining(yet again saying this) how to keep it indefinitely to keep interrupting and burning your foe. The change, I dont find it good nor bad, It was changed to a new elite that now is intended for spiker builds which is perfect for getting shrines in AB, still...the old Incendiary Arrows will be missed.--ShadowFog 00:28, 13 August 2008 (UTC)
Degen spiking? Uh huh. Before it was bad now it's good. Random interrupts that depend on bow attack speed (which is pretty bad) aren't worth an elite.-- 00:41, 13 August 2008 (UTC)
They didnt actually add an activation time, so your point about attack speed is null. you still have to wait for a normal shot from the bow to spread the attack. besides, all you had to do was mix in a couple low energy bow attacks to mix with the old elite, and you would get the +damage and the interrupt. i wish they had just buffed the old version. 04:20, 13 August 2008 (UTC)
Assuming that you are talking about my first statement. At the third time you could have used Lightning Reflexes, to keep shooting Incendiary Arrows, while dodging melee since Serpent Quickness was still charging. And yes like you said earlier "...low energy bow attacks to mix with the old elite, and you would get the +damage and the interrupt.", since at that time attacks like Precision Shot was buffed to 1 second. Good comment.--ShadowFog 05:06, 13 August 2008 (UTC)

Prior to this update IA sucked. Now it's better. End of story.--Underwood 05:09, 13 August 2008 (UTC)

And anyone that liked it before can go have fun with Choking Gas 21:56, 13 August 2008 (UTC)
Incendiary + Choking = Epic gay? Anyone think this may make Meta? I'm gonna go test this in AB. --Ezekial Riddle 02:36, 14 August 2008 (UTC)
I shouldn't have said that probably :\ 03:43, 14 August 2008 (UTC)
Tried it. Duration of Choking Gas means you only get one or two incendiary arrows off before it expires. --Ezekial Riddle 19:45, 14 August 2008 (UTC)
Pre-update, IA was rubbish. Relying on your arrowflight speed for interrupts was no good. Its duration scaled with WS level rather than having a 24s duration like the other preps, so you had to recast more often. It's far better now than it was before. If we just look at the DPS of the added damage, not counting bow base damage, at level 16 BA does +101 dmg with the burning lasting the entire duration. Firing this every recharge, 5s, gives a +dps of 20.2. IA only inflicts 3s of burning, a life loss of 21hp over the period for 3 targets, for a total of +63dmg. Firing at every recharge, 3s, gives +21dps. So in terms of effectiveness, provided IA has 3 targets in range, the two are very similar. In terms of efficiency however, BA is better as you will not always find the optimal grouping of targets that will allow full use of IA. BeeD 10:57, 18 August 2008 (UTC)
Burning is 14 health per second, so you need to double your numbers for the IA calculations. Dejh 22:52, 19 August 2008 (UTC)

This was my favorite skill in the game, sadly it was nerfed beyond my usage, R.I.P. -- 15:22, 18 August 2008 (UTC)

It was a skill rewarding and unusual elite that was very fun to use, not much use in PvP (and not very much in PvE neither) but still fun. but i guess this was for the better. --Anorith Talk 15:27, 18 August 2008 (UTC)

people. actually. thought. this. was. a. nerf. i'll be hanging myself now... 19:06, 20 August 2008 (UTC)

Good Bye. Sorry that people aren't elite like you. D: --Underwood 23:30, 20 August 2008 (UTC)
those of you whining that you had to rely on attack speed for an interrupt with the old version, its called learn to make a build with bow attacks... sheesh... 03:11, 7 September 2008 (UTC)
When this first came out there were hardly any skills worth using in conjunction with it. There were already £ skills that fired quickly, Dshot, concussion shot and savage shot, that interrupted, with Dshot being the king. With the later campaigns and updates, you could have a sundering attack, penetrating attack, needling attack combo with IncA, and even that wasn't too good because you'd need high marksmanship to increase damage and high wilderness survival to max out IncA's duration, which meant lower expertise and thus a higher energy expenditure, or inversely, high expertise but lowered damage. But really, its utility and flexibility were too limited compared to say Dshot which fit on any bar and could be backed up with savage shot. Back then, IncA's duration scaled with level rather than being fixed like most of the other preparations so you had to spec very highly into Wilderness Survival to make it worthwhile. That meant expertise or marksmanship had to suffer, marksmanship in general since you want exp as high as possible to make the most of the energy reductions. Being a preparation you couldn't take other preps to boost damage further, being entirely reliant on enchantments, conjures, and/or a second char such as order necs, so you became vulnerable to ench stripping. Basically, the old IncA had to many cons to make it worthwhile taking no matter how creative you got. --BeeD 09:31, 8 September 2008 (UTC)
The only con you express here is the fact that in order to get a good duration you had to spend a lot on wilderness, since every other con you tried to make just comes out of this one. Therefore instead of reworking the entire thing they could have just made it a constant 13-15 sec duration, allowing this to be used with high marksmanship and expertise. Either way this still could have been used with high wilderness and mixed with poison tip signet and called shot for a VERY fast burning poison and interrupt attack. -- Firestorm10 02:50, 1 December 2008 (UTC)

Are people still whining about this? It was bad. It's better. Get over it. Arshay Duskbrow 03:11, 1 December 2008 (UTC)

Late but oh well. The reason I liked the old Incendiary Arrows was for the 1 second burning at low attribute ranks. It was cute with a R/Me farm build I used to use in 2007-2008. You would wield a shortbow and frag bomb your target with burning, which while not perfect was fun at the time. I like the new Incendiary Arrows as it has a universal use now, but that doesn't prevent me from enjoying the novelty and niche use of the old version. 05:25, 30 November 2011 (UTC)


Is it just me, or does the mouse-over for this skill still have the preparation description? I'd fix but not sure how >.> Awpaperwings 02:35, 23 August 2008 (UTC)

We don't have mouse-over versions of skills, do we? I think you might be referring to PvXwiki.  Why 10:11, 23 August 2008 (UTC)

More than condition spreadingEdit

This skill is far more than simple condition spreading, folks. I can see how it would be easy to assume the only use would be with Apply Poison for degen, though I don't think you've seriously considered the possibilities here. Barrage's recharge isn't a problem, but though Splinter Weapon is decent damage, one can only really manage at most 75 damage to a group of opponents every 10 seconds due to its long recharge.

With Incendiary Arrows and Ignite Arrows, first off, you're investing points into the same attribute, so both gain benefit. With 12 points (same as 12 in Channeling Magic, though you'd be able to get +1 for free for being your primary), you'd do 15 damage applied 3 times for 45 damage to all three. It's less than 75 to all players, but it's less upkeep, and you're inflicting 45 damage everytime Incendiary Arrows recharges, which is 3 seconds. Consider that they're going to be also BURNING for those 3 seconds, so add an additional 14*3 or 42 to that 45, so 87. 87 divided by 3 is 29 damage per second. Compare that to 75 divided by 8 (plus time it takes to recast splinter weapon on yourself), and you'll see that as far as damage per second is concerned, Incendiary Arrows wins easily. Though it doesn't end there. NEARBY foes are affected, not only adjacent, where normally a splinter barrager would have trouble hitting more than two targets at a time, a build with Incendiary Arrows and Ignite Arrows could easily find three targets.

Then there's the possibility to throw in players with Steam into the mix, or a "They're on Fire!" paragon for damage reduction. Incendiary Arrows just got a whole lot more interesting. --Eyekwah 11:50, 29 August 2008 (UTC)

You're forgetting that Ignite Arrows only applies to adjacent targets, not nearby. The synergy is good, but nowhere near as powerful as splinter barrage as both work at adjacent range, similarly for Splinter Volley. IncA/IgA would work if the enemies were stacked very close together, but when they're further apart your DPS is limited to just the hit+burning+1xIgnite Arrow hit. This is the reason why Volley and Barrage both remove preps otherwise their firepower would be utterly overwhelming. Apply poison and Inc Arrows work the best. I've tried Inc/Ignite arrows together before and it's fine in PvE where you can get grouped aggro fairly easily, but otherwise Splinter Barrage is still king. BeeD 15:48, 1 September 2008 (UTC)
What about IncA, Apply Poison, and Splinter Weapon. You get damage and degen with SQ to speed it up. And before you say that since it's nearby there's not as much synergy to barrage which is adjacent as well as splinter weapon. But if you forced to attack nearby people, then you wouldn't hit ANYBODY except ur target with barrage and splinter wouldn't hit anyone at all so the +16 damage is neglible compared to 10 degen. Why are people set that u can't use splinter with IncA? Oh and Ignite Arrows is scatter which is epic fail in PvE AND PvP so just don't try. It's entertaining to see 10 numbers pop up without using barrage/volley but that's not the point of effectiveness. EDIT: You can also slap Splinter on a hero, like in Sabway to avoid the attribute split and still maintain nice AoE damage and degen and get WS 11+1 Expertise 11+1+1 Marks 8+1 and run: Incendiary Arrows Distracting Shot Savage Shot Apply Poison Serpent's Quickness Dwarven Stability Troll Unguent and Resurrection Signet. 3 sec burning on IA with maintainable 2 recharge via SQ and DS spread degen splinter from hero interrupts and DPS from normal Bow attacks are pretty sad so you don't need much in that after you meet weapon req.--Cursed Condemner 02:05, 3 September 2008 (UTC)
I've used IncA with splinter before and it really just isn't all that effective. IncA works well with Splinter, but Splinter does not work well in IncA. Sounds contradictory, but it's the fact that Incendiary arrows can synergise with Splinter weapon's range but splinter weapon doesn't well with IncA again because of its range. Its effectiveness is reduced precisely because of the range difference. I admit, this wouldn't be a problem in PvE since you can control aggro. Unfortunately, Heroes have a stupid tendency to just slap it on you without regard to whether you really need it or not. --¬¬¬¬
You have to remember that you're going to hit adjacent people if there are any adjacent people and if not, then barrage loses all effectiveness anyways and this is far superior. True they'll slap it on randomly but theyre pretty good about getting it on you and if using sabway, they shouldnt be low on energy anyways so spamming is not a problem for them. Comparing IncA +apply + Splinter to splinter barrage. When barrage OR splinter are at max effectiveness, they will both be at max, but with IncA + splinter, you won't allways be at max effectiveness if out of range of splinter, but you will have at least SOME effectiveness more often than splinter barrage.--Cursed Condemner 07:17, 4 September 2008 (UTC)
My point wasn't about them running out of energy. It was about smart usage of the skill. There are many skills that the heroes can use smartly, this isn't one of them because they don't differentiate between a party member attacking an individual in a mob and an individual out in the open. And tbh, in most combat situations you're going to have at least 2-3 enemies in a clump so you're going to be able to make good use of splinter anyway. That being said, splinter barrage is still good despiet the nerf to splitner, but IncA has more flexibility now. --BeeD 09:31, 8 September 2008 (UTC)
This is great even at 4 Wilderness Survival, since even though you lose the 3rd second of Burning (which a fair loss, admittedly), the true power of this skill lies not in its Burning but in the fact that it can shoot three arrows at once, with a large AoE, without removing preparations. Against big clumps Barrage still has more raw power due to the +dmg and higher number of arrows, but this has so much more utility since you can use it with Apply Poison, Barbed Arrows, Ignite Arrows and so forth. Combine that with a conjure or an order (like Barrage teams often do) and it gets even more powerful. You can even use it with Choking Gas or Disrupting Accuracy (on a Crit IA (A/R) at least) to get a similar ability to the pre-nerf but with 3 arrows at once plus burning.


Thanks for that. 5 sec recharge. Pfft. Expected but still =(--Tommy Mag 22:47, 9 October 2008 (UTC)

I suppose you can always run Serpent's Quickness, but then you don't get an increased attack speed stance. ~ Da Si 23:56, 9 October 2008 (UTC)
This didn't need a nerf in the first place.
Yes. Yes it did. To quote shard, it's barrage plus damage minus drawback. -Auron 00:37, 10 October 2008 (UTC)
Yes, this really did need a nerf. Unquestionably. Thankfully, it wasn't bitch-slapped. --Ezekial Riddle 02:04, 10 October 2008 (UTC)
It's only two seconds difference, I doubt that's going to reduce usage.
They want you to use Burning Arrow to keep fire on a single target indefinitely, this will still be used to spread conditions. -- Luigi   Talk 11:23, 10 October 2008 (UTC)
Then they should up the burning duration. Leave the recharge as it is.
burning arrow = single target dps. I arrows = condi spread. case closed. 03:58, 11 October 2008 (UTC)
Why not make it 3 seconds for PvE? This was only really abused in PvP. Justin6   22:53, 13 October 2008 (UTC)
I have to agree. The nerf wasn't necessary for PvE, and it makes the skill wholly inferior to Barrage. It was my favourite Ranger Elite in PvE, too. QQ Mike 22:27, 14 October 2008 (UTC)
Same. It seems like they forget that they can do a pve/pvp split sometimes. I was getting attached to that incendiary/SY build. -Auron 22:36, 14 October 2008 (UTC)
I suppose they only split skills when they think it is absolutely necessary. Why  22:40, 14 October 2008 (UTC)
(EC) I'm still working on PvE Team builds with IA Rangers, expecting them to split the nerf. XD Mike 22:41, 14 October 2008 (UTC)

props or nightfall?Edit

it says its a props skill, but a boss at nightfall have it? is sumthin wrong? 14:51, 27 May 2009 (UTC)

Elite mission bosses are not restricted in their choice of skills :) Regarding your question, yes, creatures (and even heroes) have skills from other campaigns. If your account does not have access to that campaign, you can't use it even if you can see it. --   15:17, 27 May 2009 (UTC)

A/R R/AEdit

sharpen daggers + incendary + critical arrows spreead bleeding, burning, and interuption could be used to get a nice little bonus interuption, damage, and degeneration. or for those monsters with high regen, you could put buring+bleeding+poison on 3 seperate targets, thats a lot of degen critical agility(pve) could give a non stance IAS

If i remember right sharpen daggers doesn't work for non dagger weapons now. personn5  20:50, 12 September 2009 (UTC)

New combination for conditionsEdit

Poison Tip Signet + Barbed Arrows + whatever attack skill, examples: Incendiary Arrows, Burning Arrow, Crippling Shot, Broad Head Arrow... list goes on. In one successful hit you layer them with 3 nasty conditions, at least 2 of which are causing degen, and the third is likely covering them. Incendiary Arrows would be my choice of attack; Burning is a NASTY condition, and it allows spreading of those conditions over an area. 18:52, 27 December 2009 (UTC)

And mixed with Large ammounts of creatures nearby to eachother And This would probly make something blow up.--Neil2250 , Render Lord   08:17, 17 April 2010 (UTC)
I believe that Poison Tip Signet only affects one attack; Incendiary Arrows is 3 separate attacks (if you hit 3 targets, anyway). — Raine Valen   14:36, 8 Sep 2010 (UTC)

Would this work?Edit

Ignite arrows AND splinter weapon (possibly on a N/Rt hero if attributes are too stretched)? I can't try it yet, but it seems like it'll do more damage than a splinter barrage build. Or does the nearby range of this skill somehow mess up the adjacent range of the other two? 14:34, 26 January 2011 (UTC)

Ignite arrows? Do you mean Incendiary Arrows? At any rate, compare and contrast Barrage with Incendiary.

Barrage hits 6 targets, and has a range of approximately 1/9 the aggro bubble.

Incendiary Arrows hits 3 targets, and has a range of approximately 1/6 the aggro bubble. (Larger than Barrage). It also does approximately 28 damage via burning. (2 seconds of 7 degen = ~28 damage.)

That being said, Incendiary would probably only be more effective if you were only attacking a cluster of foes smaller than 6. That is, the maximum additional damage it can provide is about 84. (24 x 3). The math here to calculate when Incendiary would be more efficient is much more complex, but we won't even bother getting into that.

Splinter weapon will probably end within 3-4 attacks. 5 being unlikely, 6 being unattainable without consumables or an attribute boost of some sort (on a primary Ritualist with a superior channeling rune as well as a channeling head piece.) So, splinter weapon becomes rather redundant in the decision between the two. Granted, though, the smaller ranger on Barrage will probably make it more likely for Splinter Weapon to see the maximum effect.

However, Barrage is spam-able practically like an auto attack, whereas Incendiary arrows has a 5 second recharge. Suddenly, we have to divide the effective damage of Incendiary arrows by 5. In which case, I sincerely doubt it would pump as much AoE pressure as Barrage ever could, regardless of any preparation that you may be using.

Keep in mind that this entire contrast is in a pve perspective, and Incendiary will probably always be better than Barrage from a pvp perspective, with the possible exception of Jade Quarry, and maybe Alliance Battles.  Ryuu - lol wiki 15:01, 26 January 2011 (UTC)
Nah I actually meant Ignite Arrows for double AoE damage, barrage can't use it since it removes preps. What I've found is that barrage uses up splinter in one go (or close to it), so I figured incendiary would use splinter to it's fullest as well. Also I don't think it's fair to say IA should get divided by 5 because of recharge, since you obviously can do all sorts of things between the 5s recharge (like cast splinter weapon, ignite arrows or just more bow attacks). I'll try my idea out sometime, but I have to get to the end of proph on a new ranger and doing all the campaigns really starts to get boring after ~10 chars :P (Edit: After looking at the ignite arrows page, it seems ebon battle standard of honor would work well aswell, although barrage can make use of it aswell). 06:54, 27 January 2011 (UTC)


I don't have a screen as I don't know how to upload it and it was hard to get the timing right. Anyway I was in Frostmaw's Burrows and when all the wurms popped up at the same time, I used Incendiary Arrows on them. The thing was that it hit them all not only three of them, I only had Apply Poison on and no other bonuses. The bug was not consistent though and happened about three time throughout the dungeon. Or am I missing something? Jackster 15:21, 22 February 2011 (UTC)


I'd rather have an ally with Mark of Rodgort and use Volley with a fiery bow. This skill doesn't deserve its elite status, it's extremely weak. 5s re-use, elite, for what? 3 seconds of -7 degen on (max) 3 nearby foes? Wow, this is what I call weak.-- 17:16, 1 May 2011 (UTC)

14*3*3=126. ¬ «Ðêjh» (talk) 00:13, 2 May 2011 (UTC)
Preparation. — Raine Valen   0:21, 2 May 2011 (UTC)
Learn to Apply Poison. -- Oiseau |   15:45, 2 May 2011 (UTC)
Delicious, you're trading a single skill that can use preparations for two people, no preparation and specific bow damage. I guess bar compression and the concept of "holy shit my preparation is hitting more than one target with a bow" is lost on you? 05:31, 30 November 2011 (UTC)
Return to "Incendiary Arrows" page.