All set pieces are restricted to Wizards only. Even transmogrification of these items is only available to Wizards.
Pieces[edit | edit source]
The set consists of seven pieces. Six pieces are required to complete the set, and all of them are Wizard-restricted.
- Firebird's Breast (Chest Armor)
- Firebird's Down (Pants)
- Firebird's Eye (Source)
- Firebird's Pinions (Shoulders)
- Firebird's Plume (Helm)
- Firebird's Talons (Gloves)
- Firebird's Tarsi (Boots)
- Disintegrate ignites enemies, causing them to take 3000% damage as Fire until they die. If the character dies, a Meteor will fall from the sky to revive them (60 seconds cooldown) (2 pieces)
- Casting Disintegrate adds Combustion stacks that reduce the cooldown of Teleport by 2% per stack, stacking up to 50 times. The Wizard gains 80% damage reduction while maintaining any Combustion stacks (4 pieces)
- The Wizard gains +5000% increased damage if any enemies are Ignited. Hitting an Ignited enemy with a non-channeling Fire spell deals 3000% damage as Fire for each Combustion stack (6 pieces)
The Meteor actually deals damage (always strikes with the Molten Impact skill rune). When the Wizard receives fatal damage, they will have 1.25 seconds of invulnerability (cannot move or act during this time), be healed to full Life, and then ready to fight on. Any beneficial ongoing effects (i.e buffs) are retained: the character does not count as having died in the first place. This cooldown cannot be reduced by any means, only being reset by entering a Greater Rift or in case of actual death.
Meteor revival triggers before Unstable Anomaly and other life-saving effects (as of 2.4.1).
As of patch 2.7.0, the Ignite effect has been heavily reworked: it is applied by Disintegrate only, regardless of chosen rune and ignoring Proc Coefficient. The damage over time debuff is renewed with each application, but does not stack. It deals 3000% of total (with Critical Hits, Attack Speed and Elemental Damage skill bonus) damage per second. This damage over time does not roll Critical Hits, but does take the player's Critical Hits Chance / Damage into account, increasing damage over time accordingly.
Once Ignite is active, it will no longer add to this DoT (additional Fire damage will not apply any more damage over time), but the debuff will last up to 5 minutes, or until either the Wizard or the victim die, renewing with every Disintegrate hit. There is no limit of how many targets can be Ignited at a time. While ignited, the enemy will display a blaze, also showing a small fire vortex above the enemy's head when the effect is applied.
Note that leaving the level or venturing too far (roughly 200 yards) from the victim stops the Ignite damage over time, and resumes it only when the Wizard comes back. Some monsters can remove it by disappearing: examples are the Shadow of Diablo and Terror Demons. Monsters that can turn invulnerable for a short time will take no damage while it lasts, but will not clear the ongoing Ignite burning.
The second bonus also adds a stack of Combustion per tick of Disintegrate (several of them per second, depending on Attack Speed), even if it does not hit anything. Stacks are added to the Wizard, not to the target. The Wizard can hold up to 50 stacks of Combustion, but the damage reduction is static, as long as even one is active. The stacks are not tied to enemies: instead, every tick of the attack period the Wizard loses one stack after one tick of not adding any to the pool. The cooldown of Teleport will be calculated based on number of stacks when it is cast, but no less than 0.5 seconds.
The last bonus empowers the Wizard even further: if even one enemy is Ignited, the Wizard deals more damage. Any non-Channeled skill with Fire damage will deal additional damage to the target, as long as it is resolved on the Wizard's behalf and comes from a skill: even a Hydra or Archon spells will qualify. The damage bonus is equal to 1 tick worth of Ignite multiplied by the current number of Combustion stacks. Apocalypse and other damage over time Fire spells work with the Combustion stacks, but will only deal extra damage the first time it damages each enemy with that specific cast (not tick of damage). Same logic applies to all other effects that leave lasting damage, such as Meteor: one bonus damage on a damaging hit per enemy per cast.
The damage buff and protection buff are multiplicative to other similar modifiers. The damage buff ceases to function if the Wizard is too far from a burning foe, but is restored once the Wizard gets back (and the Ignite effect resumes to deal actual damage).
Trivia[edit | edit source]
- Set name and bonuses are a likely reference to a mythic phoenix, a bird of pure smokeless flame that, upon death, is reborn from its own ashes.
- Only two of the Wizard spells (Meteor and Hydra) benefit from this set without a skill rune, and only four damaging spells cannot benefit from it at all: Ray of Frost and Storm Armor (since these cannot be changed to deal Fire damage), Disintegrate and Arcane Torrent (since these are Channeled spells).
Development[edit | edit source]
|This page contains obsolete content|
This article contains information that is no longer relevant to gameplay, but is kept here for informational purposes.
- Unlike the Vyr's Amazing Arcana, Firebird's set originally was defense-oriented and mostly valued by Hardcore characters. Its 6-piece bonus was making enemies killed with Fire damage explode, igniting other enemies in vicinity. Prior to 2.4, it also caused enemies hit by Fire spells to explode for 400% damage as Fire to enemies within 10 yards.
- Prior to 2.4, life-saver effect of this set had a 300 seconds cooldown, the longest possible cooldown in game.
- Prior to 2.4.2, dealing any Fire damage would cause the enemy to take the same amount of Fire damage over 3 seconds, stacking up to 3000% damage per second. After reaching 3000% damage per second, the enemy would be Ignited and burn until they die. As 6-piece bonus, the Wizard's damage done was increased by 40% for each Ignited enemy, stacking up to 60 times. An Elite that was burning increased damage by 2000% (50 stacks), but only one Elite damage bonus might be active at a time.
- The set had known bugs in 2.4 and 2.4.1; the damage bonus from elites could be obtained permanently via a glitch. However, this bug was discovered in the middle of Season Six, and developers allowed it to be kept to avoid messing with the leadership boards mid-Season.
- Prior to patch 2.7.0, this set worked differently: the Wizard had to apply Ignite from 3 different Fire skills for it to burn indefinitely, and received buffs based on number of burning foes, with Elites giving 20 stacks out of 20 total. In return, it was not tied to the Disintegrate or any other particular skill.