Too few options for 'chance to bleed' for perfect agony builds

I feel there are too few options when it comes to getting chance to bleed on the passive tree when accounting for a perfect agony build. I believe for a non-perfect agony build the chance to bleed is likely sufficient.

Effectively (ignoring the small ascendancy nodes of gladiator) there is the following near duelist:

30% chance on the Wicked Blade wheel
40% chance on the Bloodletting wheel
20% chance on the Cornered Prey wheel

There are 2 more clusters near marauder:
15% chance on Master of Wounds wheel
30% chance on Savage Wounds wheel

Now. Looking at those numbers, there's plenty right? You just need 100%. But if we then start considering these in the context of perfect agony it becomes a very different story.

First of all, the 2 clusters near marauder are too far away from any reasonably well built perfect agony tree. So they can't be used. Suddenly we're down to a maximum of 90% on the passive tree. But then it gets worse. The Bloodletting wheel is a DoT multi notable which you don't really want to take. Suddenly we're down to 50% chance to bleed or you having to path 4 passive points out of the way and not taking the notable.

Now there are a few fixes (eater of worlds influence, tattoo's on strength nodes, haemophilia, delve suffixed gloves, or even a conditional one as vulnerability curse on hit which after the first hit will give +25% chance to bleed). And ofcourse there's the chance to bleed support gem.

I'm not saying it's impossible, I'm just saying it feels limiting from an end-game optimization standpoint.

I would've liked to see a few more options, I would gladly anoint a node that gave me 25% chance to bleed.
Last bumped on Aug 27, 2024, 6:51:14 AM

Report Forum Post

Report Account:

Report Type

Additional Info