Bloodless Notable Passive

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CanHasPants wrote:
Besides pvp.. If you've ever run into an additional life, regen, leech mob, you'd be thankful for Bloodless. Plus the mace node behind it is pretty sweet. It also used to be a nice shortcut to Blood Magic for mace users, which I've always found ironic.. Bloodless Blood Magic...

The node is plenty useful as is. But, if a buff were absolutely needed, slap a small amount of life or life regen on it. Puncture immunity would be flat out OP.



Yea puncture immunity would be OP. Though, it would make the notable more interesting if it had something like "25% reduced bleeding effect" which pretty much effects puncture and corrupted blood.


Honestly, bloodless is useless if you are pretty much facerolling the game.
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

Mobs that have life leech are generally irrelevant.

You either have enough defense that the life leech is negligable, and its just a poor mans version of sanguine, or you do enough damage that the mobs basically die before they regenerate anything meaningful

I have yet to come across, either in a map or else, where the life leech (either by warlords mark or by a mod) was actually an issue, and that is across my various exiles all with different builds

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JohnNamikaze wrote:
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CanHasPants wrote:
Besides pvp.. If you've ever run into an additional life, regen, leech mob, you'd be thankful for Bloodless. Plus the mace node behind it is pretty sweet. It also used to be a nice shortcut to Blood Magic for mace users, which I've always found ironic.. Bloodless Blood Magic...

The node is plenty useful as is. But, if a buff were absolutely needed, slap a small amount of life or life regen on it. Puncture immunity would be flat out OP.



Yea puncture immunity would be OP. Though, it would make the notable more interesting if it had something like "25% reduced bleeding effect" which pretty much effects puncture and corrupted blood.


Honestly, bloodless is useless if you are pretty much facerolling the game.


Puncture immunity wouldn't be OP if you would have to travel far to get it, its like one out of the ten possible status effects that you have to deal with in PoE

Crystal skin basically makes you half immune to like 4 status effects, and thats a lot stronger then complete immunity against puncture

I do agree that the current bloodless passive is useless, at least as far as I am concerned
Last edited by deteego#6606 on Dec 4, 2013, 6:58:51 PM
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deteengo wrote:
Crystal skin basically makes you half immune to like 4 status effects, and thats a lot stronger then complete immunity against puncture

FYI, Cristal skin gives 15% chances to avoid status ailments .....
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Dec 4, 2013, 7:02:51 PM
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Fruz wrote:
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deteengo wrote:
Crystal skin basically makes you half immune to like 4 status effects, and thats a lot stronger then complete immunity against puncture

FYI, Cristal skin gives 15% chances to avoid status ailments .....


Im talking about the node group, not just the single passive
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deteego wrote:
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Fruz wrote:
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deteengo wrote:
Crystal skin basically makes you half immune to like 4 status effects, and thats a lot stronger then complete immunity against puncture

FYI, Cristal skin gives 15% chances to avoid status ailments .....


Im talking about the node group, not just the single passive


So you are comparing a group of nodes that takes 7 passive points to a suggested node that would take 1? You really suck at this comparing thing.

I like the idea of it being a Keystone that adds puncture immunity in exchange for losing the ability to leech life. Bloodless indeed.
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-Galileo Galilei
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Archwizard wrote:


So you are comparing a group of nodes that takes 7 passive points to a suggested node that would take 1? You really suck at this comparing thing.

I like the idea of it being a Keystone that adds puncture immunity in exchange for losing the ability to leech life. Bloodless indeed.


Thats now how the game works, spending 7 nodes (which btw, are right next to eachother, and you don't have to get all of them, i.e. you are wearing a feathergraves) is much more convenient/stronger then having to go out of your way for a single node just for immunity to one status effect.

There is a reason why Marauder had historically one of the best starting trees (only up until recently), its because Marauder had a lot of life nodes that are clumped up, and a lot of spell res nodes (the one near diamond skin/elemental adaptation). The fact that those individual nodes were weaker than some other nodes was irrelevant, because all the nodes were right next to each-other, you didn't have to travel to some far off section of the tree to get spell res

In a lot of cases when optimizing the passive tree, the cost of travelling is often far grater than the cost in using an extra (comparatively speaking) 2-3 nodes if they are all in a group
Last edited by deteego#6606 on Dec 4, 2013, 7:39:44 PM
Also note where bloodless is located, and which types of builds have an issue with puncture, because guess what, Marauder tanks are probably the builds that have least problem with puncture. They run things like Immortal Call, endurance charges, armor, granites etc etc (plus they are built around tanking and withstanding punishment), they have the least issue in dealing with puncture. Such builds can easily stand their ground, and if they have to move, they can easily tank it with their armor

The builds that have greatest issue with puncture are your CI style witch/shadow builds, which are on the complete other side of the tree. Such builds often have no armor, and if you aren't evasion based, than that is something where puncture is a real pain. And I have little issue with these builds having to travel to what is literally the other side of the tree, spending something like 20+ nodes, to get puncture immunity (when its common stance that such builds should be using staunching flasks)
getting 3 +10 str to travel to an OP passive ( because bleeding immunity without a serious drawback would be ) is not a waste, 30 str matter ( 6% melee physical dmg and 15raw HP ).

7 points is a lot of investment, and some build would need to go there to benefit from it anyway, claiming that it's normal to spend that much to get it being not a big deal because they are together is stupid, because you still need to travel to there.
And if you don't want Ondar's Guile / the frenzy charge / Lethality, you are most likely not going that way and therefore you need to spend extra points in addition to the 7 ones ( even though you can avoid the burning avoidance, that makes still 5 points ).

A bleeding immunity needs a real drawback, Dominus is the best example of that.
A "cannot leech" drawback is probably the kind of drawback needed imho.

BTW, you mean Fairgrave's Tricorne when you say "feathergraves" right ?
Because this item gives nothing but the shock immunity, that means a eHP loss for CI builds, potential resistances flaws from missing a real hat, etc ...
This is a big drawback.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Dec 5, 2013, 6:24:12 AM
Hi

JohnNamikaze
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Yea puncture immunity would be OP. Though, it would make the notable more interesting if it had something like "25% reduced bleeding effect" which pretty much effects puncture and corrupted blood.


Honestly, bloodless is useless if you are pretty much facerolling the game.


25% reduced bleeding/monster cannot leech life from you would be actually a useful node then, bleeding can get the best of us even when we are facerolling lol. Since CB bloodless has steadily disappeared in usefulness like it's counterpart ''Purity of Essence''.

Personally I think the Mara tree has been long over due for a upgrade on their skill tree, seems like all the other characters have...

cheers
Conan: Crush your enemies. See them driven before you. Hear the lamentations of their women.
Never dance with the Devil because a dance with the Devil could last you forever...
-I thought what I'd do was,I'd Pretend I was one of those deaf mutes-
Nullus Anxietas:)
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Fruz wrote:
getting 3 +10 str to travel to an OP passive ( because bleeding immunity without a serious drawback would be ) is not a waste, 30 str matter ( 6% melee physical dmg and 15raw HP ).


If you are a CI user, the HP is irrelevant, and the 6% melee damage is negligable

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Fruz wrote:

7 points is a lot of investment

Not when the nodes are right next to eachother and crystal skin is located to near to every build that would want such a passive (evasion type characters, particularly ones that use PA)

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