Bearers and Volatile Blood

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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.


lol, stop farme t1 white map xD. And try red map rolled for sustain. in temp league withtout legacy or mirrored item ofc

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Mahesys wrote:


I actually find ridiculous all these complaints, you die to those because you didnt pay attention --> you deserve to die, simple. Melee or not

Apart from Neon, find me another death to those which wasn't lack of attention.

Mind i died 1 time to bearers and one to volatiles, the first as melee the latter as ranged (lol) both because i didnt paid attention.




you need more experience, some time u can't avoid the death, i learn it lvl 94 (ranged) in a two week flashback league :), ok 1 time in many hour / year in this game, but possible.
Last edited by BazouHC#2190 on Oct 25, 2016, 2:38:42 AM
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Mannoth 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.


I can't belive that for a second, I have to put down a ancestral totem and dance around volatiles in higher tier maps if they spawn on a stuff like a zombie or colosal skeletons or risk getting 1 shot.

But do tell what is a decent amount of life to survive those.


Around 9k+ rofl, i've seen my bro get hit by a devo volatile for about 9k ish when it popped out of a box. Anyways good luck getting to that life threshold without a 3+ year old stash on standard.
Bearers and volatiles, to a lesser extent, are the only things I feel threatened by on my ladder climber. The number of potentially deadly run ins with bearers are probably somewhere in the fifties. Reaching level 98 on EHC was mostly due luck and chance, I feel.

The gameplay for me revolves around the "avoid the red/blue/white exploding blobs" minigame that hits randomly every fourth or so map. The existence of bearers do nothing to stop or hinder the clear speed meta, the safest way of playing is going as fast as possible, never stopping or backtracking.
Last edited by Jambala#6153 on Oct 25, 2016, 8:50:57 AM
I do find Volatiles kinda extreme,and annoying when extra fast.So much that even when i'm using a semi-ranged skill in melee range (Frost Blades) they still close the distance most of the time.It kinda forced me to use
just so i could keep them in distance,although i don't really complain since this flask has helped me a lot >_> .

Actually,i just had an idea while fighting those goats.Why not make Volatile like Molten Shell (kinda)?Have the rare mob start glowing every 3-4 secs and if killed while glowing then it explodes,after a bit stops glowing--->safe to kill (again for 3-4 seconds or whatever).
Last edited by Erecpyle#4449 on Oct 25, 2016, 11:19:35 AM
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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.


The original idea is great but when coming to the endgame the damage is out of control.
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Last edited by Entropic_Fire#0222 on Oct 26, 2016, 11:37:21 PM
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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.


Stop rolling white maps then. Like melee isn't bad enough right, let's have a "gear/build check" for melee that any ranged builds can bypass. Genius

+1 to move the property of bearers to volatile.
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Jambala wrote:
Bearers and volatiles, to a lesser extent, are the only things I feel threatened by on my ladder climber. The number of potentially deadly run ins with bearers are probably somewhere in the fifties. Reaching level 98 on EHC was mostly due luck and chance, I feel.

The gameplay for me revolves around the "avoid the red/blue/white exploding blobs" minigame that hits randomly every fourth or so map. The existence of bearers do nothing to stop or hinder the clear speed meta, the safest way of playing is going as fast as possible, never stopping or backtracking.

Heralds of obisek is kind of similar, not quite friendly to melee characters, the only difference is clearing the pack asap would keep you alive.
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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.

Lawls. Gary man, props if you managed to type that with a straight face. Eeeesh!
Last edited by Ceryneian#3541 on Jan 7, 2017, 4:33:36 AM
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Ceryneian wrote:

Lawls. Gary man, props if you managed to type that with a straight face. Eeeesh!


To be fair, it's perfectly possible Gary never plays hard Maps, making his statement mostly true. Modern builds shouldn't have any trouble with Volatiles on yellow-tier Maps with fewer than 3 damage mods.
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