Two New Heralds

Even before the new changes to DoT damage, I felt that the Heralds of X gems didn't cover everything. Now, with the new changes, I feel that I can put forth my suggestion, and hopefully have these as viable, balanced skills available for use.

Herald of Rot: Adds X to Y Chaos damage to attacks and spells. Enemies killed explode into a cloud effect (like Caustic Arrow) that deals DoT damage based upon the enemy's maximum health.

Herald of Blood: Adds X to Y physical damage to attacks and spells, and grants all attacks a chance to cause a bleeding effect (Except those skills modified by Bloodlust.) Enemies killed while bleeding grant a short lived 'blood golem.'

Obviously, these are initial, and rough, drafts.
Last bumped on May 14, 2017, 5:25:43 AM
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I like this idea lot actually. It provides a really nice way to scale physical and chaos.
good suggestions!
Makes sense
Doomfletch and Facebreaker have made it impossible for Skills to grant any sane amount of flat physical damage without imbalance.

Maybe x% more physical damage?
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I wouldn't mind only if they nerf Shavs by preventing use of Blood Magic.
What is this blood golem? is it a new minion? if so how many of them you can have?
On second thought Herald of Blood offers the chance to do something interesting and new (blood golem idea is already pretty interesting and new, I like that). Since it would grant bleeding on hit anyways you could give it x% more bleeding damage as well as x-y physical added to spells, since spells can't Bleed anyways, and the game needs more options for non-elemental physical builds.
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Since bleeding is physical damage only maybe herald of blood can give x% more physical damage (this would aplly to the few physical damage spells too)
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CyberWizardB5 wrote:
What is this blood golem? is it a new minion? if so how many of them you can have?


Perhaps it could give base hp?

If you kill a bleeding mob it will summon a blood elemental(to avoid golem cap) for x seconds. It increases you base hp. When you kill an enemy while its active its duration resets and you gain certai amount of hp. (as if life on kill)

If elemental expires or dies the hp is lowered back to normal but hp over value of your normal max hp are removed. Soo if you have normaly 1000hp and with elemental active you get 1100. If you have 900 of 1100 as it expires. You remain at 900/1000 as only over max is removed.

Or perhaps completly skip it if you kill a bleeding enemy corpse is destroyed and you gain temporary base hp and certain value of life on kill. Killing enemy reset the duration.
Last edited by Asheren on May 13, 2017, 3:57:58 PM

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