Why are viper, elemental hit and puncture still skills?

They should be redone into support gems.
Add bleeding, add poison, add elemental dmg to hits, that's all they do, they are support gems by nature and not worth a skill slot.

They probably top the *least used skills* list for the same reason.
Just turn them into support gems and make them viable again.
"Im smartest. Your stoped. Dael wiht it."
Last bumped on Apr 20, 2016, 2:39:24 AM
There already is add poison and add elements to hit gems. I think add bleed might be OP. If you notice it hard to find sources for it. Most are a low %. I would love an add bleed gem, though. I've been wanting to fiddle with a puncture build recently too.
I agree they should be made support gem. Poison is stronger and easier to scale than bleed, and still bleed is harder to apply than poison. Please explain...
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Last edited by Zybeline2#7822 on Apr 18, 2016, 9:38:25 AM
Maybe it's the scaling bleed gets from the mob moving? And say you have some amazing knockback? At least that's what come to my mind.
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safety2nd wrote:
I would love an add bleed gem, though. I've been wanting to fiddle with a puncture build recently too.

No way I'd ever support this, you can craft bleed with Vagan and some endgame uniques already have it so you're covered if you want a non-puncture melee bleeder. However, bleed on ranged weapons? Not a chance in hell with the kind of scaling they have, poison was a mistake too, should have been a melee-only crafted mod too.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
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raics wrote:
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safety2nd wrote:
I would love an add bleed gem, though. I've been wanting to fiddle with a puncture build recently too.

No way I'd ever support this, you can craft bleed with Vagan and some endgame uniques already have it so you're covered if you want a non-puncture melee bleeder. However, bleed on ranged weapons? Not a chance in hell with the kind of scaling they have, poison was a mistake too, should have been a melee-only crafted mod too.


I thought you could get Bleed bows?
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safety2nd wrote:
I thought you could get Bleed bows?

No, you can craft bladed melee weapons only, claws, daggers, swords and axes.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
"
raics wrote:
"
safety2nd wrote:
I would love an add bleed gem, though. I've been wanting to fiddle with a puncture build recently too.

No way I'd ever support this, you can craft bleed with Vagan and some endgame uniques already have it so you're covered if you want a non-puncture melee bleeder. However, bleed on ranged weapons? Not a chance in hell with the kind of scaling they have, poison was a mistake too, should have been a melee-only crafted mod too.


Can you ellaberate on the ranged weapon scaling?
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raics wrote:
"
safety2nd wrote:
I thought you could get Bleed bows?

No, you can craft bladed melee weapons only, claws, daggers, swords and axes.


You can get Bleed bows with the Tora signature mod.
Last edited by safety2nd#6862 on Apr 18, 2016, 11:31:58 AM
"
safety2nd wrote:

Can you ellaberate on the ranged weapon scaling?


Damage over Time can get (double dip) scaled by Projectile Damage, but not Melee Damage, because Melee Damage is implicitly Attack Damage (which DoTs can never be), yet somehow a bleed, poison, or burn is allowed to be considered "projectile damage" (when applied by a Projectile)

Plus there are a crap ton of projectile damage nodes in the tree and no double dip DoT for melee (unless you count Fire Damage, but obviously that doesn't help with Poison or puncture)

EDIT: Hopefully it is evident what the issue with double dip is. Raics will probably return and elaborate if you let us know it's not clear to you.
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Last edited by adghar#1824 on Apr 18, 2016, 11:59:00 AM

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