Fix bloodlust support gem for gladiator class

I didn't read the whole thread, but has anyone mentioned using an ancestral totem (to either proc bleed, or benefit from bloodlust)? You can clear well enough without bloodlust, and so you'd really just need to bring out the totem against single targets.
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756
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SuperMotte a écrit :
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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).


I like to use the one that works in simply being hit (not blocking) with melee splash, curse on hit, curse. Useful for builds that cant support blasphemy, or as a defense mechanism for characters who are ranged.
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I was reviewing my previous post in this thread, and I'd like to clarify something.

I still think the Gladiator Bleed nodes are solid design assuming the theme is "blocking." If you're making a block-based character, the subtle synergies between Bloodlust and triggered melee skills are some pretty cool design.

But if you're trying to put Bleed as the primary theme, over blocking, well, that's just not really what Gladiator is designed to do. Which is perhaps a little wonky in terms of affordances. First, it means seeing through all of the Bleed stuff and seeing it as a blocking subtheme. Second, it is a real offense/defense balance puzzle, and many players dive into build planning going for maximum tankiness or maximum offense, so the nodes are only really appealing to someone seeking a balanced yet block-heavy approach.

Now, if you go and make a meta where the balance isn't favored, where block isn't a reliable defense within the short range of melee trigger skills, and players are incentived to either go big on defense or go big on offense without room in the middle ground... well, you're left with a design which is as useless as it is beautiful.

I still really like the core Gladiator design and how it complements Bloodlust, but it's putting all the eggs in the melee trigger gem basket. Well, maybe glove enchantments to a small degree, but cooldowns are a bitch.
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Dernière édition par ScrotieMcB#2697, le 10 oct. 2016 à 00:40:59
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Mythabril a écrit :
It is rather counter intuitive. Instead of using all the bleed chance nodes and items, you are basically stuck applying a bleed with puncture and then use bloodlust with whatever main attack skills you actually want to use.

Maybe reduce the more damage from bloodlust and instead of the 'cannot bleed' modifier add a less bleeding damage/duration/chance. Then you'd actually get some synergy with the skill nodes and items. Much similar to the elemental and chaos damage gems.


Point is, bleeding scales of hit damage. So the harder you hit, the more damage it does. Effectively, you always want it on your 6L. But then again, if you use it to bleed, you cannot use Bloodlust there.
To use both your bleed (in its full potential, just like every Gladiator wants it, since its Ascendancy points you are spending, after all) and bloodlust you need two 6L setups... this is kinda a lot.

This is just too much hassle for too little return. This is the same thing I do not understand about Raider - why is every Raider forced to use Frenzy, only to be able to use its 4 Ascendancy Points? Why not make these bonuses sustainable on boss fights without the need of having that one (terrible) skill?

A little bit of topic here, but On kill bonuses should be gone from Ascendancy tree - every time I see something like this, I instantly know that such bonus is almost useless in the moments it is needed the most - boss fights.
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Dernière édition par Perq#4049, le 10 oct. 2016 à 01:50:51

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