Granite Flask Of Ironskin & Quicksilver Flask Of Adrenaline

Should not be a thing in this game. They are no brainer mods for these flasks that almost make redundant the point of making them blue.

Please GGG remove the ability to Ironskin on a Granite & Adrenaline on a Quicksilver. Diamonds can't roll surgeon's & these are the same thing.
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I'd almost be for this, but it really isn't something I can ever see happening. Same with the removal of MF mods. I'd like it if there weren't perfect mods, but, it's just such a big part of so many builds I wouldn't want to imagine the backlash.
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That is like saying weapons shouldn't have increased physical damage modifiers...

The reason the "Surgeon's" prefix is disabled from Diamond Flasks is because the cyclical nature of their combination would allow you to use the flask charges to gain them back on the same flask. "Iron Skin" and "Adrenaline" don't allow you to do anything like that with Granite and Quicksilver Flasks.

I don't even use "Adrenaline" on my Quicksilver Flasks. I would rather take something more defensive, like "Heat" to dispel chilling/freezing so that I actually can get away at any time, other than when stunned.
same name in-game
"
Iao wrote:
That is like saying weapons shouldn't have increased physical damage modifiers...


Would you use a weapon with no inc phys? No, no you wouldn't & it is the same for these flasks, anyone in their right mind will only use adrenaline & ironskin as they are the no brainer mod for those flasks.

Although it may not be exactly the same with surgeon's it is similar enough and if the mod was "increases crit chance" then guess what everyone would be using on their diamonds.

Might as well make these flasks just drop with the mods already on them but knowing GGG they like the fact that they at least act as an Alteration currency sink for people who keep rolling till they get them.

Saying that GGG can't remove them because people would get upset makes me cringe so hard, we are in beta but apparently we are already locked into mistakes just because people got used to them, it's horrible.
Last edited by lethal_papercut#5270 on Jun 27, 2013, 1:15:14 PM
Weapons aren't the right comparison - if I'm ele build I'll take weapon with no inc phys as long as it has higher ele mods...

Here you basically have no choice, you HAVE to have one granite of iron skin just due to the way it boosts the thing you use the flask for.

And if you have just one option then

"
lethal_papercut wrote:

Might as well make these flasks just drop with the mods already on them


exactly this. Raise Armor value if you're scared of 'backslash' but remove the mod - problem solved. Why having an illusion of choice when anyone sane will roll that mod no matter what.

"
lethal_papercut wrote:

Saying that GGG can't remove them because people would get upset makes me cringe so hard, we are in beta but apparently we are already locked into mistakes just because people got used to them, it's horrible.


Can't agree more
Just wait until they release the a BiS unique flask.

Until then, no.

_SadistiK_ | Shadow | Low Life Elemental Wander Build
The speed mods isn't a deal breaker but the armor mod on the granite does need to go.
Wow, the understanding in this thread is minimal.

Removing iron skin from granites means you pop another (say, healing) pot with iron skin at same time as the granite.

Nice balance fix nublets.

[edit]same goes for the adrenaline suffix. Removing it from quicksilvers just means pop another flask along with that quicksilver.
Last edited by Herpy_Derpleson#6025 on Jun 27, 2013, 6:10:29 PM
I use this to stack reflexes+iron skin

so no you are not forced to use adrenaline on QS.

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I personally prefer to use Staunching on my Quicksilvers as if i'm taking heavy damage i hit it as my GTFO option, and if you havn't noticed that you are punctured then popping a quicksilver of adrenaline is about the worst thing you can do.

Also a granite of warding is quite useful, although 99% of the time Iron Skin really is the no brainer option.

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