Acid Execution

Playing new Pusquills tail has been very fun - but I had a thought, what is there to support specifically acid/poison Execution setups?

As far as I can tell, there is only one - the Deathguard Sigil ring. Compare that to cold execution which has a huge menu of options to back up the Malkadarr blade, and pierce which has a few, which allows for well synergised pumping of the Execution skill.

Spitballing, here, but it would be neato if the Assassin’s prefix included acid or poison damage (say for putrid necklace or something) as this currently this only supports pierce/cold. Dunno whether you really want to do that, though as the Assassin’s “pool” can support a huge host of other skills as well… Correction: I was on the S5 Grimtools - Reapers prefix has Execution which you probably do NOT want to add acid/poison to, but the issue is the same. So, basically, I don’t have a good ‘lightest-touch’ suggestion from the current item universe.

There’s this for Acid/Poison Execution:

Wouldn’t necessarily say a weapon is support for another weapon (esp if you want to DW it), plus the Scion of Noxious Wounds doesn’t give actual +points for execution.

You asked for support for Execution. This weapon is clearly that.The AcidPoison damage modifier for Execution is much more significant than any +skill ranks to Execution.

I didn’t actually ask anyone, I said I asked myself. You can see from the strikethrough it was originally an idea for adding a support option but I had to correct myself because I was a doofus. Anyway, apologies I didn’t make it at all clear I was playing DW Pusquills, but essentially I was aiming to mirror the DW Malkadarr concept into poison.

Pointing out that there’s a whole 2 options rather than 1 as long as you concede to dropping one of your build concept MIs (switching it from “posion execution” to “acid/poison execution”) isn’t a particularly useful option for the “issue” raised.

Whether MI modifiers or skill ranks to execution are better than one another is immaterial. The fact is the menu of options that support execution directly is way smaller for poison vs cold and pierce, and you simply cannot pump execution in a synergised fashion in the same way as you can with Malkadarr. All but one of the usable (only two when dropping your 2nd MI which is why I explicitly excluded it) do not support poison or acid. This is an observation of what’s in the item universe, not a debate.

OK, now that’s out the way, imagine Malkadarr (which you also dual wield) has alternate legendary cold execution weapon to go with it “Jeffs Blade of Frost”, and you get the Deathguard Sigil as well, but that’s all you get on top of Malkadarr for cold/frostburn execution.

You don’t get any extra items to pump execution. No Alkamos’ Touch of Anguish/Dread (epic or legendary), no Dreadchill Grasp, no Outcast’s chest and no Outcast’s shoulder, no Rimeforged Mantle, no Reaper’s prefix which can get slapped on to any applicable slot (chest/medal in this instance)…

So if a question must be asked, here’s one: would removing all of these extra items still constitute Malkadarr as “having good support” even with the addition of Jeff’s Blade? Would it really? Because that’s the situation Pusquill’s is in.

The amount of support MIs get can vary, and that’s fine, and I can imagine that this could maybe be something that tricky to balance with acid Dervish and therefore something that couldn’t ever happen for that, or a million other reasons, but who knows. Certainly not me.

i think it just boils down to simple “amount”/overload, that’s why we don’t see MIs/modififiers for every skill in all their native potential synergy forms, but devs handpick a few so to not bloat the game with items/mods.
Doesn’t mean it’s wrong or bad to ask for it or suggest it; loads of mods made it to the game later specifically because requested.
But if nothing else it might atleast explain why potentially it wasn’t there to begin with,
and that even tho GD has tons of customization/build options, everything just never was nor will be “equally” supported in terms of items/mods/amounts, be it more niche memes or more native direct existing synergies.
I don’t think there is anything wrong with suggesting Acid Execution support, but i also don’t really think it’s strictly needed either, and might even consider it one of the smaller benefits in terms of modifier support because of the specific nature of the skill type.
But, since “weird” stuff like ex Fighting spirit has bunch of support i also can’t see any issue with Acid Execution modifiers existing :+1:
-and will just take it as another part of “whims of the devs” for how they choose what where when to create/support X skill and modifier :smile:

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Agreed with all of this, and that’s why I was originally trying to think of something as minor as possible to tweak.

Whether it gets something or not doesn’t really bother me at all, it just looked like something that could be nice.

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