Bearers and Volatile Blood

I never really had a problem with these two mods but I agree they're overtuned for melee (volatile especially, the delay on bearer is enough to avoid it for me). However I find that Orb of Storms fx is way too similar to bearer of lightning, which only add to the confusion, especially in party.
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Last edited by Panini_aux_olives#1967 on Mar 22, 2016, 3:48:49 AM
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Ashen_Shugar_IV wrote:
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allbusiness wrote:
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Gary_GGG wrote:
Personally I find them mostly a gear/build check for melee. They ensure you have close to max resistances, and a decent amount of life/energy shield. I rarely die to them unless I'm undercapped on resistances.



Late game in maps volatile is basically unplayable for some melee characters. Extra dmg mods can lead to 7k+ damage


Try in excess of ~8.3k in a 78 Courtyard Map. I can only assume this goes higher in the newer higher level zones and compounds with various map modifiers.


Gary, politely, I think that is the most ridiculous statement I'v ever heard. Most characters are not geared for single-hit 7k spike damage. Put all the gear and resistance over-cap you want, if you don't have an overwhelming life base you should not melee these bearers. Frankly as a staff member I think your post is at best misleading and at worst a deliberate attempt to get people killed. Even if I had the prescribed amount of life, I would not facetank a blast from a bearer in a high map zone as it can absolutely crit. A valid response would be to recommend carrying an alternative skill to range it with or letting a ranged character take it down, not "oh, it's a gear check." Do you even play this game? Assuming 85+, on HC this is just not something you roll the dice on and I'm guessing even on SC the xp loss is sufficient to discourage this level of idiotic experimentation. "Ooooo, I wonder if I can take a hit from that." Gear my ass, good luck with that.
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kamil1210 wrote:
Solo play:
it is easy to avid these mods, gut gud.

I hope that's sarcasm cause that's almost as ridiculous as what Gary has said above...
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I have never died from these, like ever! On any char! ...the thing that always gets me is ground aoe bloodline mods in groups, can't see the shit with all the effects...but these, didn't know people had issues with these!
Maybe stagger the volatile's damage so you can have a chance to avoid or compensate for it. For example: Initial explosion deals 1/3rd the damage, spreads around ground cover that does another third over its lifetime and a short delay later damage is raining from above, dealing the last third. If nothing else, it'd at least make those mobs more fancy.
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justinmm1988 wrote:
I have never died from these, like ever! On any char! ...the thing that always gets me is ground aoe bloodline mods in groups, can't see the shit with all the effects...but these, didn't know people had issues with these!


I also have never died to these specifically, but I'v come very close on a character with a ridiculous life pool so I can see where the complaints come from.
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Gary_GGG wrote:
Personally I find them mostly a gear/build check for melee. They ensure you have close to max resistances, and a decent amount of life/energy shield. I rarely die to them unless I'm undercapped on resistances.


Your post makes perfect sense in Normal and Cruel. Have you fought a Volatile Blood Devourer, Rakango, or other heavy hitting monster in maps? Because they will 100% one shot you if you don't have max resist. They will most likely one shot you WITH max resist. Even with 7 or 8k HP and max resist, you will probably die if there are any sort of damage mods on the map and on the monster.

The scaling is too random, period. Volatile Blood should do something like traps, maybe dealing a fixed 60% of your life hit or something. Or doing a huge aoe status ailment or something with minor damage.

Like goetz said, VB needs to be re-evaluated because it was added before monsters received several damage buffs and before max resist increases were nerfed multiple times.
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Bearers are sort of balanced, due to the latency of the explosions. (on high maps though its avoid them or gl hf)

Volatile is only punishing melee. (which is already problematic compared to ranged)
While you can stack phys mitigation somewhat high. You cant stack ele resists above a certain point. (capped res / and running 3 flasks just for volatile cause you dont know which one will appear? - sure) On high maps with hardhitting mobs and some mobs and its dmg is out of control.
Volatile should be reworked. Either mechanically or its dmg scaling.




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Arno92 wrote:
Bearers are sort of balanced, due to the latency of the explosions. (on high maps though its avoid them or gl hf)

Volatile is only punishing melee. (which is already problematic compared to ranged)
While you can stack phys mitigation somewhat high. You cant stack ele resists above a certain point. (capped res / and running 3 flasks just for volatile cause you dont know which one will appear? - sure) On high maps with hardhitting mobs and some mobs and its dmg is out of control.
Volatile should be reworked. Either mechanically or its dmg scaling.






I really only mention bearers because of my suggested change, overall they are mainly fine, but do need better visual q's because its difficult to see the ground affects.


In terms of running all 3 ele flask, that really isn't possible for life based builds IMO. Even if it was we still don't know if simply using the now nerfed flask will reduce the damage enough to tank it.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
Running 3 flasks was sarcasm. (maybe poorly made)

Also bearers are more problematic in party due to fps drops and too much effect everywhere.
Not surprising that in high lvl rotations not uncommon that people are shouting "BEARER" when it appears.

Funny, if there would be a hardmod to counter ranged mercilessly, we would have a different conversation.
Last edited by Arno92#4533 on Mar 22, 2016, 12:44:12 PM

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