No way to remove bleeding!??

Well thank you for that, I won't be running bloodletter anymore then.
I dont know what the actual skill being used is but I frequently encounter a stacking bleeding ailment with essence monsters. Its the one where there is a slow moving projectile that splits into three. It doesnt seem to be a hit as I have the flask craft to gain a charge on hit. So I am using charges to get bleeding immunity but it gets reapplied frequently, and without gaining flask charges it annoying.

Leech or gain life on hit is how I am dealing with it at the moment though its no good without anything to hit.

The only remove ailment suffix that I have found is burning. I think I may have seen remove curse but Im not sure. Wonder why they left remove burning?
CHRIST this thread has gone on far too long, and it's not entirely OP's fault. Let's dive into this:

"
UnholyHanma wrote:
No it doesn't... Stop posting when you have no idea what you're talking about. I've spammed 2 of them against a bleeding mob and it didn't work because I didn't use them before hand. THERE IS NO REMOVE BLEEDING / STAUNCHING any more...


...

There is definitely still an entire suite of flask suffixes which remove bleeding and immunize the player against it. Sealing is the one you can craft via Einhar and yes, it DOES remove bleeding and/or CB when used. Immunity to an ailment removes said ailment, for literally every ailment in the game.

I literally cannot imagine why a person would come here looking for help, receive said help, and then lash out angrily while waving their lack of game knowledge in everyone's face like a flag. Stay calm and you might actually learn something; emotional reactions aren't going to get you anything except scorn. This isn't Reddit.

"
Beer8Tacos wrote:
I dont know what the actual skill being used is but I frequently encounter a stacking bleeding ailment with essence monsters. Its the one where there is a slow moving projectile that splits into three. It doesnt seem to be a hit as I have the flask craft to gain a charge on hit. So I am using charges to get bleeding immunity but it gets reapplied frequently, and without gaining flask charges it annoying.

Leech or gain life on hit is how I am dealing with it at the moment though its no good without anything to hit.

The only remove ailment suffix that I have found is burning. I think I may have seen remove curse but Im not sure. Wonder why they left remove burning?


"Burning" is actually a catch-all term that refers to any fire damage over time, not just ones which come from ignite. So the "remove burning" flask suffix is special in that it removes non-ailment effects such as Righteous Fire as well as providing immunity to ignite, thus the weird/slightly different wording used. If the flask gave immunity to burning as well as immunity to ignite, it could be impossible to run RF while equipped with a Mageblood, and so forth.

"
Exxxiled665 wrote:
with some archnemesis like "bloodletter" you cant remove bleed...its intended.


This is 100% false. Not one part of it is even slightly correct.

"Bloodletter" enemies have a maiming aura around themselves similar to Flesh and Stone in blood stance, they apply bleeding and corrupting blood on hit, and they drop corrupted items. That's it. The bleed/CB have no special properties and are removed by a Sealing (or whatever suffix) flask.

Please don't spread disinformation that makes no sense and isn't even hard to disprove... it literally took me less than 30 seconds to open a low tier map, throw an extra bloodletter into the first statue I found, let it hit me, and press 1 to remove both ailments.

In fact, it was so easy to disprove this that I walked to the second statue and shot some low-quality video.

/thread
Last edited by ARealLifeCaribbeanPirate#2605 on Feb 15, 2022, 1:50:42 AM
^ in my defense someone else posted that here on the forums and i just copied it thinking that he spoke the truth. ow well.
Im using the Skink mod on a Basalt flask. The suffix is reported as "Immunity to Bleeding and Corrupted Blood during flask effect". When I use it whilst affected by Corrupted blood it doesnt remove the stacks. The stacks stay and at the end of the flask duration I start taking damage again.

When I use a sealing life flask it does remove the debuff. Its wording though is different "grants immunity to bleeding for X seconds if used while bleeding" and "grants immunity to corrupted blood for X seconds if used whilst affected by corrupted blood".

Two different mods so one would presume two different affects.

Could you try with a utility flask?

Obviously you cannot craft sealing on a utility flask as its the wrong base type.






ignore
Last edited by jsuslak313#7615 on Feb 15, 2022, 6:59:34 AM
On a side note to all, be aware that bleeding generally happens when the enemy hits you but corrupted blood often happens when you hit them. So if you have a fast attacking build, once the flask effect ends, you will very rapidly stack up to 10 stacks of CB.

For the guy asking about the ball that splits into three, that's corrupting blood.

I always tend to grab a cheap CB immune jewel early on and just chuck it into a jewel socket until I feel like solving the problem with either a better CB jewel or the new mastery.
Sealing/Alleviation/Allaying/Assuaging that rolls on Life / Mana flasks removes bleeding and corrupted blood, as well as give you # secs of immunity.

of the Lizard/of the Skink/of the Iguana that can roll on utility flasks does not remove, just stops you from gaining new, since they give immunity during whole flask effect and utility flasks can be triggered automatically.
Escwald, thanks. Thats the conclusion I came to. I have since got rid of bleed/corrupted blood mods on utility flasks. I wonder if this was design intent by GGG or just an oversight.
"
Beer8Tacos wrote:
Escwald, thanks. Thats the conclusion I came to. I have since got rid of bleed/corrupted blood mods on utility flasks. I wonder if this was design intent by GGG or just an oversight.


It was a design intent when they reworked flasks significantly in 3.15 which was released back in July.

Previous to 3.15, the mods for removing ailments were single tier per ailment (so Of Staunching was the only bleed removal) and they also did immunity during flask effect. GGG ultimately decided to split this sort of thing up into reactive for life and mana flasks which meant removal and immunity, while utility flasks are counted as proactive use and thus simply got immunity but not removal.

One of the big things GGG was saying for years was they weren't happy with the state of flasks being so powerful, especially uniques, so 3.15 dropped them down in various ways. And then players were like "WTF?!" so GGG added back in some options in 3.16.

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