Aura reserve makes Mana users suck

How much mana casting an aura takes has no meaning for mana users.
IGN - PlutoChthon, Talvathir
You know the system is broken when you run 2 auras and have zero mana for skills, and going out your way to get 3000 mana as opposed to completely neglecting mana makes zero difference.

Seriously, completely percentage-based auras needs to change. Yes, completely flat rate reservation didn't work out well either. So how about we try a hybrid model, a lower percentage-based reserve that never changes and flat +mana reserve increase per level. You could even play around with reduced mana reservation nodes/gems not working on the fixed percentage-based reserve, only on the flat rate mana increase per gem level.

People running around with 2 auras and 3000 or more mana should not have issues with mana/mana-regen/using skills. Also, a person with 300 mana running 2 auras at a cost of 256 mana reservation, should not cost a person running the same 2 auras with 3000 mana, 2556 mana reservation. That's ridiculous.
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Moosifer wrote:
I do miss flat cost auras, even if their old cost was doubled/tripled I liked the balance of having flat and % auras. It lead to figuring out which auras to run and rewarded people who had high mana rather than limiting most builds to 2-3 and rewarding people with shavs.

With all the complaints about mana, I still think it's absolutely stupid that with 2k mana I need to use clarity to run my skills. If I need clarity with 300 mana or 3k mana obviously there's something wrong with base mana regen. Not like blood magic users are scrambling to find a way to fit vitality in because they can't support skill cost.


Yeah, i think base mana regen requires to be buffed twice, at least.
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

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