Energy Shield passives

IMO CI went from retardedly op nobrainer pick if you had ES to a pretty balanced keystone thay you will have to take a second to consider before maling the pick.

It's still very strong to be immune to chaos when others have -60 chaos resist in merciless and you still get far more energy shield then you could ever get hp with good gear.

I think i'ts in a pretty good place atm but maybe a increase to 10% on the couple of nodes where witch start is justified.
Keep all the nodes what they are now, but either put a 15-25% Energy shield increase on Chaos Inoculation. I agree that 50% was way too powerful, but current I'm finding energy shield values incredibly low.

15%-25% would be a decent increase, but wouldn't nearly as make for ridiculous pools as it did with 50%. 20% would probably be the sweet spot, I might do some math later to back up my assumptions. Current in class :(
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grimwald wrote:
Keep all the nodes what they are now, but either put a 15-25% Energy shield increase on Chaos Inoculation.
FFS, no. CI should not be "hey, we took away all your red life, but here's a bunch of blue life instead!"

If CI gets a buff, may it please, please, please be anything but more ES.

As far as the ES nodes go... for armour and evasion, the mixed defense nodes give 8% while the pure armour or pure evasion nodes give 10%, so I think the argument for 10% is a good one. ES gets lower starting values to begin with — and rightfully so! — but that's no reason why it should scale worse percentage-wise. Arcane Focus is also unnecessarily nerfed, the armour and evasion notables both give 30%.

Changing those nodes makes ES more viable regardless of whether you choose to go CI or not... much better than forcing everyone into a keystone.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Jan 29, 2013, 1:24:08 PM
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FoxNyaKawaii wrote:


Actually, I remember base recovery time being nerfed from 6 to 9 seconds, you could look it up in the changelog if you want - it was the same patch where 15% shield recovery nodes were nerfed down to 10%. So no more former 2.5 seconds shield recovery with passives, best you could hope is probably about 4.5 seconds, and it requires plenty of nodes.



No no no no no thats horrible.

Energy shield was already inferior to armor late game even with the 100% CI passive because it wasn't mitigation it was simply absorption, which any hardcore player would know are different things.

Absorption is nice, but doesn't mean anything when a player with 25% mitigation has more effective HP than you do.


I built a witch with 1.5k ES at level 50, and another 500 or 600 from Discipline, that tanked enemies with pure ES passives. I managed a 2.5 sec cooldown on ES recovery and i would stack evasion and block to try to get small periods of time in which i wasn't hit by the boss and could regenerate energy shield. That couldn't have been overpowered since it was just a silly way to go about a health regen build.


Energy shield needs a much lower recovery cooldown, or nodes that constantly restore a percentage of your ES or something.


Frankly energy shield was a niche thing, it worked until level 50-60 but quickly became worthless when the enemies started hitting REALLY REALLY hard. Mitigation and Absorbtion man, anyone who's played an MMO knows the tank wants mitigation first, absorption later.

Energy shield needs help, frankly even with the +80% or w/e chaos innoculation node in early beta and the 2.25 sec recharge cooldown, it wasn't as powerful as an armor / health regen tank who picked out the 10% Hp/S nodes.

Maybe i'll have to build zerk with 10% Hp/s and the passive that converts regen into Es regen. But my witch is screwed and i have nothing i can do to make energy shield a viable build on her.
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FoxNyaKawaii wrote:
Actually, I remember base recovery time being nerfed from 6 to 9 seconds, you could look it up in the changelog if you want - it was the same patch where 15% shield recovery nodes were nerfed down to 10%.
This never happened. Base recharge time is 6 seconds, and has been unchanged since early 2011
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ScrotieMcB wrote:
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grimwald wrote:
Keep all the nodes what they are now, but either put a 15-25% Energy shield increase on Chaos Inoculation.
FFS, no. CI should not be "hey, we took away all your red life, but here's a bunch of blue life instead!"

If CI gets a buff, may it please, please, please be anything but more ES.
I fully agree with you, and will fight this cause should it be necessary.
/push
Infact actually after watching ES player stream I kinda inclining to try CI character. You can now stall pretty much for half of act 2 cruel for taking it.
The only problem is itemisation:
- With life builds I just can get Every item and see if I get more life from it
- With CI You basicaly need yellow gear with 2 good ES mods

Well my thoughts It is not get lot's of blue health forget potions, bur still good to survive.
It would be good if more synergy skills were added and something done with melee CI,seems too week at current circumstances.

Current synergy:

-Rightous fire (only 1 damage per second is laughable, free 50% more damage for spells)
-Blood rage(not really worth on it's own but, with rightous fire can be really strong)
-Melee damage on full health (really weak no chance to survive, despite it's huge damage boost)
-Unique bow "Darkscorn" (25% damage taken as chaos damage is just basicaly 75% damage taken)
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B_TAHKE wrote:
-Rightous fire (only 1 damage per second is laughable, free 50% more damage for spells)

If only huh. That would be so overpowered. RF stops when you hit 1 Life.

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B_THAKE wrote:
-Blood rage(not really worth on it's own but, with rightous fire can be really strong)

Blood Rage is always worth it. Free, infinite Frenzy Charges are awesome.
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Vipermagi wrote:
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B_TAHKE wrote:
-Rightous fire (only 1 damage per second is laughable, free 50% more damage for spells)

If only huh. That would be so overpowered. RF stops when you hit 1 Life.

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B_THAKE wrote:
-Blood rage(not really worth on it's own but, with rightous fire can be really strong)

Blood Rage is always worth it. Free, infinite Frenzy Charges are awesome.


Aww, it would be worth it especially now that CI doesn't gives more ES. (I don't really care if I die from RF or not)

Bloodrage,is not really worth it is only matter of convinience, it does what frenzy does but worse. (frenzy+ increased accuracy= free charges on hit, add unique 3 attacks per second bow and it is instant frenzy charges). Still good with ghostreaver though for extra ES leech.
Last edited by B_TAHKE#5476 on Jan 30, 2013, 8:05:15 AM

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