Mageblood.

"
moonretealoud wrote:
That is, without a Mageblood, there is no point in crafting flasks? kekw

How many strong unique flasks are there in the game now?

1. Bottled Faith

It's all.

The rest are either narrowly focused on the build or very bad.

Therefore, only 1 unique flask is normal. And then not everyone needs it, in the case of a Life flask.

About the charges. Do not forget that the game has charge generation on crit. Only one charge is given, and in a normal situation it is randomly distributed among all 5 flasks. Immediately, the fifth flask will always be working


- Rotgut is a fantastic flask that provides permanent onslaught for characters who don't otherwise have access to it. I just used it on my last character in the SSF HC Delirium event on an Explosive Arrow Totem Hierophant (Frenzy attack to generate charges)
- Starlight Chalice provides easy Exposure on Use and gives 30% effect of non-damaging ailments (think bigger shock, stronger chill)
- Sin's Rebirth is a strong option for poison builds pre clusters
- Taste of Hate is both strong in defence and offence for phys conversion builds
- Dying Sun is literally BiS for many popular builds such as Poisonous Concoction
- Lion's Roar is still used by many melee builds
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
Last edited by ArtCrusade#4438 on Jan 12, 2022, 6:41:15 PM
Unique mana flasks are kinda' bad because their effect stops on full mana, but the rest of unique flasks are really good, each for it's own specific builds. Bottled Faith is probably the only flask that is good for all builds.
Last edited by 6_din_49#4066 on Jan 12, 2022, 10:25:58 AM
While I will probably never have one, I think this is an awesome add to the game.

Kudos GGG IMO from someone who complains an awful lot
"
ArtCrusade wrote:
"
moonretealoud wrote:
That is, without a Mageblood, there is no point in crafting flasks? kekw

How many strong unique flasks are there in the game now?

1. Bottled Faith

It's all.

The rest are either narrowly focused on the build or very bad.

Therefore, only 1 unique flask is normal. And then not everyone needs it, in the case of a Life flask.

About the charges. Do not forget that the game has charge generation on crit. Only one charge is given, and in a normal situation it is randomly distributed among all 5 flasks. Immediately, the fifth flask will always be working


[Removed by Support]

- Rotgut is a fantastic flask that provides permanent onslaught for characters who don't otherwise have access to it. I just used it on my last character in the SSF HC Delirium event on an Explosive Arrow Totem Hierophant (Frenzy attack to generate charges)
- Starlight Chalice provides easy Exposure on Use and gives 30% effect of non-damaging ailments (think bigger shock, stronger chill)
- Sin's Rebirth is a strong option for poison builds pre clusters
- Taste of Hate is both strong in defence and offence for phys conversion builds
- Dying Sun is literally BiS for many popular builds such as Poisonous Concoction
- Lion's Roar is still used by many melee builds

[Removed by Support]


What is the hate for? You mention SC. Are you an HC god?

Remarkably, you clung only to the fact that there are few strong unique flasks. You seem to agree with the rest.


Well, if you really want to use 2 unique flasks in your build, you can buy a corrupted Mageblood with a bad roll, cheaper. And still it will be too strong a belt with mechanics that simply covers the developers' mistake.
my hideouts - https://www.pathofexile.com/forum/view-thread/3228515
Last edited by Lisa_GGG#0000 on Jan 12, 2022, 6:33:25 PM
You said, and I quote:

"
moonretealoud wrote:
How many strong unique flasks are there in the game now?

1. Bottled Faith

It's all.


This is a needless exaggeration and incorrect, so I listed strong unique flasks that work without any crafting, just as you find them. This is the design spirit of PoE where certain uniques are just good enough until you find something better or even enable certain builds like Soul Ripper.

Me stating the obvious on one example in your [Removed by Support] post doesn't mean I agree with everything else. In fact, since you base everything else on that, I don't have to. But fine:

"
moonretealoud wrote:
About the charges. Do not forget that the game has charge generation on crit. Only one charge is given, and in a normal situation it is randomly distributed among all 5 flasks. Immediately, the fifth flask will always be working


You say this as if charges on crit is the only way to generate flask charges other than killing mobs or damaging bosses. This is also untrue. The flagellant prefix on flasks has been utilized a lot during the past 2 seasons. Flask Mastery contains an option for Utility Flasks to gain charges over time. Flask clusters on the passive tree offer a lot of utility that help with flask uptime (yes, they are worth picking).

[Removed by Support]
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
Last edited by Lisa_GGG#0000 on Jan 12, 2022, 6:36:56 PM
I think this belt highlights a major problem in the game which the OP detailed: Flasks are OP for the game and having permanent uptime for them is highly desirable.

I don't care that this belt is super rare and very valuable. I'd rather it was an entry level drop that everyone could use because I would certainly use it. For no other reason than I absolutely hate playing piano on my first 5 keys.

It's one of the first problems of the "go fast or fail" mentality that the game has. Kill everything super quick and you have permanent flask uptime (although still annoying to have to press every 5 seconds). Play the game slowly and you suddenly have a massive gap in your offence/defence.
"
Aldora_the_Summoner wrote:
I think this belt highlights a major problem in the game which the OP detailed: Flasks are OP for the game and having permanent uptime for them is highly desirable.

I don't care that this belt is super rare and very valuable. I'd rather it was an entry level drop that everyone could use because I would certainly use it. For no other reason than I absolutely hate playing piano on my first 5 keys.

It's one of the first problems of the "go fast or fail" mentality that the game has. Kill everything super quick and you have permanent flask uptime (although still annoying to have to press every 5 seconds). Play the game slowly and you suddenly have a massive gap in your offence/defence.


Technically, you can avoid "piano" by simply enchanting 4 flasks with "used when adjacent is used" and even cope with slow pace by having one of these BDSM-themed prefixes that give charges when hit. Still, having that stoopid belt makes the huge difference due to free 60-70% increased effect, not mentioning free resists/immunities/speed and such.
"Path of Exile's engine is currently modern, lean and fast." - Chris Wilson, September 19th, 2019
"
ArtCrusade wrote:
You said, and I quote:

"
moonretealoud wrote:
How many strong unique flasks are there in the game now?

1. Bottled Faith

It's all.


This is a needless exaggeration and incorrect, so I listed strong unique flasks that work without any crafting, just as you find them. This is the design spirit of PoE where certain uniques are just good enough until you find something better or even enable certain builds like Soul Ripper.

Me stating the obvious on one example in your [Removed by Support] post doesn't mean I agree with everything else. In fact, since you base everything else on that, I don't have to. But fine:

"
moonretealoud wrote:
About the charges. Do not forget that the game has charge generation on crit. Only one charge is given, and in a normal situation it is randomly distributed among all 5 flasks. Immediately, the fifth flask will always be working


You say this as if charges on crit is the only way to generate flask charges other than killing mobs or damaging bosses. This is also untrue. The flagellant prefix on flasks has been utilized a lot during the past 2 seasons. Flask Mastery contains an option for Utility Flasks to gain charges over time. Flask clusters on the passive tree offer a lot of utility that help with flask uptime (yes, they are worth picking).


I mentioned the most frequent unique bottle that is used by characters with a Mageblood. Obviously, he became the strongest choice for them.

The generation of charges in crete is not the only one, I do not argue, but again, it works 5 times more efficiently with Mageblood, especially if we are talking about long fights, where you are afraid to spend flasks charges, and simply do not get enough of them, here you just play the game blindly.

And yes, the nodes for flasks and their mastery are not available to everyone. But I remember the updated unique jewels from Act 2, which were introduced to generate charges for "slow builds". There is a generation of charges and a chance not to spend them, but, of course, there is also a negative mod, as if "balancing" them.

And for example, this jewel could be extremely necessary for players with a Magic Code, if the condition "loses 1 charge per second / the bottle has an effect as long as there are enough charges to use" was added to it.


Play more actively like the others or lose the effect of flasks. Because this is no longer just eternal flasks, but an endless cap of resists with a reduce damage taken, as if the max res is not 75% but 85%. No unique flasks will give 10% max res.
my hideouts - https://www.pathofexile.com/forum/view-thread/3228515
"
moonretealoud wrote:
[...]No unique flasks will give 10% max res.

Yes they do!
> Dying Sun (20% less Fire Damage Taken)
> Taste of Hate (20% less Cold Damage Taken)
> Vessel of Vinktar (20% less Lightning Damage Taken)
> The Wise Oak (6% reduced elemental damage taken)
Going from 75 max resist to 85 is a 40% reduction in damage taken, double what those do. It gets better even if you can use it to hit 90% of course (80->90 is a 50% reduction in damage taken).

Mageblooded flasks are obviously better than any unique flask. Those uniques are still useful of course when leveling up and gearing up.
Украина в моём сердце

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