Life Gain on Hit

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Balance & Design
Last bumped on Jan 17, 2018, 2:19:38 AM
I'm playing a level 30 sword/shield duelist at the moment. Just got to act 2 on cruel, and +10 life on hit on my Cleave feels overpowered. I've got a total of 400 health or so and can comfortably stand in a crowd of any size as long as I don't run out of mana to keep cleaving, especially with Warlord's Mark for a little extra leech.
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I'm playing a level 30 sword/shield duelist at the moment. Just got to act 2 on cruel, and +10 life on hit on my Cleave feels overpowered. I've got a total of 400 health or so and can comfortably stand in a crowd of any size as long as I don't run out of mana to keep cleaving, especially with Warlord's Mark for a little extra leech.

For me, it's the exact opposite. I have a level 57 duelist and +10 life is nearly useless compared to the +200 or so I get from a skill like Warlord's Mark... or simply from a LL item. There's a low/midlevel range where +X is useful, but lategame only +X% matters.
My duelist is lvl 50 and with the gem leveled to 11 it gives 20life/hit.

Combined with the leech from Warlord's mark and other % gear it's pretty solid, but I think it could be scaled more than 1/level
This gem makes a ranger with the blood magic keystone completely immortal mid-game. It should probably be fixed to not work with split arrow the way it currently does.

At the moment, i am a 42 ranger in merciless difficulty using:

-Split arrow (5 missiles)
-Pierce support gem
-Life on hit support gem (15 life on hit)
-frenzy charges for attack speed

When I fire into a mob of enemies the life on hit seems to proc from every hit of every arrow on every pierced enemy.

Because of the amount of life leeched every shot I don't notice the life cost of my skills at all and can keep shooting and leeching until the whole screen is dead.
Is it Strength based ? because that would naturally balance it out with ranged attacks since they are Dex based.
Last edited by Kavlor on Dec 21, 2011, 9:48:10 AM
0.9.5 feedback below this post

there should be 2 versions of this skill, one for aoe-damage and one for single-target skills.

And it heals to much later on, so the game is never really hard. It should have a limit, how much it can heal with every aoe-skill.
As a very tankish oriented 30s templar who had Blood Magic, I tried putting this on my primary attack, Glacial Hammer.

End result, it cost me 8 hp to return 10hp per monster whacked. Not really worth the socket :)

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Zaanus wrote:
As a very tankish oriented 30s templar who had Blood Magic, I tried putting this on my primary attack, Glacial Hammer.

End result, it cost me 8 hp to return 10hp per monster whacked. Not really worth the socket :)


Try supporting Ground Slam or whatever your favorite AoE is with Life Gain on Hit and you may like the results better. Also a great gem for use with AoE spells, especially for Blood Magic users.

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