Fix bloodlust support gem for gladiator class

It's laughable how this weak sauce and completely useless gem isn't re-designed and fixed yet. What a disgrace to the classic name 'bloodlust' and what it truly represents.
Dark_Chicken - lvl 100 Marauder
Divine_Chicken - lvl 100 Duelist
Dernière édition par Dark_Chicken#5481, le 26 mai 2016 à 01:03:05
It's good how it is.

Not every interesting thing in PoE needs to be reduced to a boring, brainless 6 link one button mashfest. You guys have MANY other options for that.
I want bloodlust to keep its "cannot cause bleeding", but even more damage! More damage to incentivize the current playstyle! But I also want there to be more methods to consistently cause bleeding from tree of gear, not just a few 100% unique or 100% mods.

Has anyone tried to use Bloodlust in a maxblock build? Maybe use Reckoning and Riposte to apply the bleed and Bloodlust to boost your main skill damage?
Bloodlust is fine. I've used it to increase the damage of my Viper Strikes on bosses thanks to easily applying bleeds at range via Lacerate and Assassin Ascendancy.
Gameplay where you are forced to use 2 skills for maximum damage is clunky. Do you really want to be forced to use leap slam to proc bleed every single time before you can use your main skill. This is not the same as chaos based builds where you have skills that work with one another and can be used from range.

Its like flame totem gameplay. You are forced to use flammability on every group for your totems to do max damage because blasphemy would put you in damger. Then you are delayed on placing the totems.

Its clunky and could be improved upon to benefit melee primarily.
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Jgizle a écrit :
Gameplay where you are forced to use 2 skills for maximum damage is clunky. Do you really want to be forced to use leap slam to proc bleed every single time before you can use your main skill. This is not the same as chaos based builds where you have skills that work with one another and can be used from range.

Its like flame totem gameplay. You are forced to use flammability on every group for your totems to do max damage because blasphemy would put you in damger. Then you are delayed on placing the totems.

Its clunky and could be improved upon to benefit melee primarily.


But this clunkyness is just what makes melee diffrent if your not just wanting to min-max (where casters and ranged are actually more favourised already), I find it fun to take my time and use a skill to apply a curse, use another to have a Fortify buff up and have another for a boss killer... It spices fights up and places focus on you, not on the clear speed meta - it's a change of pace for those that want to have fun by playing in not the most efficient way, but by having to make choices in the strategy of a fight, not only the tactical aspects...
PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...

Good to know "free speech" doesn't apply in any form or manner on the forums these days...
When playing melee there are a few conditions i require be met.

1. Main skill is optimal on a 5 link
2. Main skill can use fortify as 6 link
3. Build can use blasphemy for 1 curse that is beneficial
4. Main skill either can kill quickly from ranged (sunder) or is a movement skill (cyclone) that can kill at ranged (via increased aoe and increased weapon range).

As such there are few viable skills for me as melee. Sunder can easily get over 100k dps and so can cyclone (with bleed and poison) and both have range to them ( cyclone slayer aoe with increased weapon range is as large as EQ, bigger if dual wielding prismatic eclipses with 3 white sockets. Ziz made a video showcasing this).

If a melee skill doesnt meet my criteria i will never play it. Some other skills can work like lightning strike for example but i am not a fan of skills that lock you in place for very long. Only reason i played sunder is because it can hit through terrain and at different elevations.
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Jgizle a écrit :
Gameplay where you are forced to use 2 skills for maximum damage is clunky. Do you really want to be forced to use leap slam to proc bleed every single time before you can use your main skill. This is not the same as chaos based builds where you have skills that work with one another and can be used from range.

Its like flame totem gameplay. You are forced to use flammability on every group for your totems to do max damage because blasphemy would put you in damger. Then you are delayed on placing the totems.

Its clunky and could be improved upon to benefit melee primarily.


I use Lacerate in a 4 Link for my AOE ability and a 6L Viper Strike for single targets. Lacerate safely applies bleeds and maim via Assassin Ascendancy, and I can then dive in to Viper Strike them down (that more melee damage bonus really helps the Poison Damage and is not hard to accomplish)

Another example I mentioned in another topic of a player wanting to use the Rive claw and scale bleeds but was having a hard time doing a big hit for the bleed. I suggested Shield Charging to apply heavy bleeds (due to its 200% more damage modifier at range), then single targeting them down (which can have the Bloodlust support).

Think outside the box. Neither example is clunky. Leap Slam is just a poor skill to use.
Dernière édition par darkwolf7786#1507, le 8 oct. 2016 à 23:08:39
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Manbeerpig a écrit :
Has anyone tried to use Bloodlust in a maxblock build? Maybe use Reckoning and Riposte to apply the bleed and Bloodlust to boost your main skill damage?


No, this would mean thinking and building around. We want braindead things like instant leech.

Or be really clever and combine it with Vigilant Strike. So you free up your crappy increased damage fortify and at the same time get the bleeding you need (add melee splash for AoE-Bleeding).
Dernière édition par SuperMotte#2631, le 9 oct. 2016 à 07:33:29

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