imo Mana, Energy Shield and Leech are not good enough
" Mana isnt a crap, manacosts for certain skills are. Especially - for spells. I can actually maintain Barrage manacost for my CoC build on manaragen, without much efforts (just spamming Rallying Cry). But if i casted my fireballs and ice spear manually, i probably required to spend 1/3 of my nodes for mana... So why i CAN mainain one skill on mana, and cant maintain other, which isnt even more powerful? Sure, because lack of balance there. IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power |
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In my opinion life leeching have enough rate.
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" It isnt about rate, it's about % of damage leeched. It works good against packs, but not so good - against single targets (bosses, etc). Also, for Vaal Pact all those "leech rate" and "maximum leech cap" bonuses from tree, skill gem, etc are just useless. As caster or elemental attacker, you cant even "jump above 2%" granted by gem... IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power |
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When I said people can't multiply, I really meant it. I have the self-caster chops that none of you do.
That spec I was working on? Took five mana nodes in a level 90 build. Three in the Witch start and the two near her Life nodes on the north end of her tree. In other words, these were the mana nodes that had very low opportunity cost for her. Granted, I also took five aura nodes, but only two of those directly do anything for mana regen. This is enough to sustain a 5L freezing pulse. With a bit of accommodation on gear, a 6L is very doable. This is very much in line for what you'd spend on mana leech, EB or some other comparable mechanic on a different build. Hint: Increased Effect of Nodes is multiplicative with % increased mana regen. And stacking base mana does matter to passive mana regen, which is why an intelligence heavy build is mandatory for "pure mana" play. Otherwise you'd have to resort to leech mechanics, reduced mana cost or other shortcuts. If you let down your hair then Rallying Cry effectively behaves like a free mana flask on cooldown, which means that you don't need perfect sustainability if you're clearing fast enough. You just need some method of recovery to hack down the occasional rare. Mana flasking is also a thing, but few people want to make that sacrifice to simplify their build design. I certainly don't, but it's a legitimate style for so-called "pure blue" play. I've read another player's opinion that you're not supposed to use the biggest mana flask available to you either, which is actually sensible advice. A lot of mana flasking is getting a slow burn and timing correctly. CI mana is doable without any of the tricks I mentioned about reduced mana and easy to gear for with access to Elreon's mana regen suffix crafting. His highest mana regen is 25% on the low end, making it easy to obtain more than 50% mana regen on gear. You buy 40 transmutation orbs from other players, buy up vendor rings and spam them until you roll Virile. Craft regen onto them. Or do the same to Paua amulets and spam until Athlete's prefix then craft resist or regen. Damn cheap on a budget. I'd post my numbers but I got burned out with crunching numbers and spent most of today sleeping. Last edited by DeviantLightning#7374 on Nov 15, 2015, 3:57:33 AM
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Bump.
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What if we gain 2 mana per intelligence point instead of 1 mana per 2 int. I think that could solve mana problems for witches =)
Last edited by Ptirodaktill#2800 on Nov 19, 2015, 10:36:50 AM
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" Nice idea. In general, I too agree that this problem exists. I was actually stunned to learn for the first time that coc initiated spells need not spend any mana. This makes no sense to me when a properly built spell with 6L costs ridiculously high mana. This just means forcing players to settle down for a few playable options. This is sad and needs attention. Please GGG. Up. Last edited by rdx1312#6000 on Nov 19, 2015, 11:09:17 AM
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Ive been thinking this over, and I actually really like this suggestion as a starting point. Assuming most non-int, well-rounded characters get around 150 int to run their int aura or curse or whatever, they're currently getting 75 mana out of it. Getting 2 mana per int would mean they get 300 instead. Assuming that 75% of that is reserved, they're getting 75 net mana instead of 19. This might be a bit much seeing as that's usually 2-3 more attacks, but it wouldn't be the end of the world and might give people reason to flask. I like a smaller change, turning mana/int into a 1/1 ratio more. That would give them 150 mana, 38 net. This is a base double, but really only represents 1 more attack for a high level character. The far more important comparison is for int-based characters.
As it is, all my int characters leave the int tree in a hurry to get life nodes. What I like about this solution is that has a relatively small affect on non-ints, as seen above, but really helps where it's needed most. If an int leaves the int tree, they get less mana. If an int stays there, most notably with CI characters, they may be getting up in the area of 300/400 int, 600 at the most. This translates into going from unreserved 38/50/75 base mana added to 150/200/300, and again that seems to have scaling problems. Again, I feel a 1:1 makes more sense, ending up with 75/100/150 unreserved base mana added. This equates to 1/2/3 base casts added for the serious use 5L/6L spells. Remember this is all just base usable numbers, and the numbers aren't the sum total of how to fix this. What I like here is the relative scaling you can see happening to classes heavy in int. Because all classes have some, all mana nodes increase in value because of higher base mana totals. Classes that are more likely to self-cast off mana and use high int gain the tools to do just that, while others don't. Others can still look to blood magic or reduced mana to play high usage skills, but ints don't have to look to them to pay their own schtick. Again, this is a relatively precise change as far as poe goes, and I think could set the stage for other balance improvements. It feels like this starts in the right direction and makes other suggestions more likely to make a difference. To be clear and keep other suggestions separate, treat the following as other ideas that I think would be enhanced by the above: Mana flasks could endure after full mana Some reservation %nodes behind CI. It doesn't make sense that Blood magic gets this and CI doesn't, when the resource CI is giving up is even more valuable. This also lessens the gap between CI and low-life so they don't have to just nerf low-life every single patch. |
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" I agree, mana pools should be increased. Some time ago, character gained 4 life and 4 mana per level. It gains 12 life per level now, but still 4 mana. Mana rolls on gear give less mana than life rolls give life. With that disparity, MoM on mana will never be really worth it, cause you better just take life passives instead for your (double than mana even with investments) life pool, and you end up with same HP pool, but also with ability to reserve mana. Mana affixes should be buffed, so getting them will be more impactful. Mana from int buffed to 1 per int is also a good idea. Or, you can just make mana passives give 12-15% maximum mana per general node and 30-50% per notable. Will fix things too. As for CI, you should buff it with somethings different, just like BM. Life BM actually NEVER needs 50% less reservation, cause less HP = BAD! But it greatly benefits from +35% max. life for just 3 nodes. CI also doesnt really need reservation reduction, it isnt what CI is about (we have low life for that). CI should have ES bulk, maybe some extra mechanics for ES recovery or stun/ailments protection. IGN: MortalKombat Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power Last edited by MortalKombat3#6961 on Nov 24, 2015, 3:53:24 AM
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I can't even tell mana difference., I just get gear with +mana instead of +ES like back in the day when it was converted with EB. Its not hard to have 3000 mana like the old days either. CI casters would know this. You basically always got + mana and + regen on all applicable gear.
Speaking of CI it's the only special case that need more life leech. Mainly because you have no option for defenses to mitigate since your just a big health sink. So you take big hits and need to heal faster or next hit will kill you. I'd like to see a 2% behind CI. Git R Dun! Last edited by Aim_Deep#3474 on Nov 24, 2015, 6:00:28 AM
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