Clarity and mana effiiciency discussion

The Lvl 11 thing is from the wiki, basically, the concept is that at lvl 11, you get the best mana regen, per mana reserved.

Every level of the gem adds 20 additional mana reserved. however, the mana regen bonus is not static. and each ranges from 0.8 - 1.2 with the exception of the last 3 levels which only gives 0.6 regen each.

there are only two instances where it increased by 1.2, once at lvl 10 and again at lvl 11. then after lvl 11, there is not a single increase that gives more than 0.9 regen per level, so that is in fact where the lvl 11 efficient thing comes in.

this is strictly based ont he gem itself, and not on any actual builds. at lvl 11 it gains the most mana regen for mana reserved. anything past that is less efficient.


however, thsi doesn't take into account low mana builds, how efficient would it be to have a lvl 11 clarity without enough mana to even use it? on the inverse, what if your build was reliant on surviving by spamming a single spell 100% of the time to keep life regen up? like a high Attack speed life on hit user. running out of mana for a split second could kill you, and dying is certainly not efficient.

so really it comes down to how much mana you really have to spare and how much mana you need to regen per second to be able to have unlimited mana, while using the most aura's.


though I'd never level it past 17, those last 3 levels are terribly inefficient. +60 mana reserved, for only 1.8 additional regen, no thank you.
It's been said already ITT, but the best mana regen per mana reserve isn't necessarily the best mana regen at all.

I run clarity level 14 or so on my templar, because I only need 130 mana to reliably cast everything I need to cast (top skill costs 124). In turn, having clarity this high regens mana faster than I can use it (124 cost is a spell totem, which I don't spam).

Level clarity as high as it needs to be, and no more. For some builds, that's level 2 or 3. For others, it's far higher (and also gear dependent).
IGN: Cocaineguin
That «maximum efficiency at level 11» thing doesn't sound like something that has a meaning on its own... it would be a per-build decision where %increased mana regeneration rate, maximum mana, other desired auras and playstyle all play a role.
The efficiency thing is true according to the wiki chart but it's so marginal it shouldn't weigh into your plan at all. What does matter the amount of mana regen you need to keep your main mana abilities available as you fight, and the maximum mana pool left unreserved so you can (chain) cast your "start of encounter" spells like totems and summons.
Last edited by MisterBernn#3752 on Mar 13, 2013, 8:25:43 PM

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