MoM change : why ?

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CyberWizardB5 wrote:
The best candidates to use MOM are int chars since they have more mana than anyone else in the game, but MOM is almost useless to them because damage only reach HP once ES is depleted and chaos damage is usually DOT, now it will at least be useful against DOT, but it would be even better if it could stop damage to ES too, at the cost of running out of mana

I dont agree with your statement at all. for CI toons, MoM is easy access to mana nodes.

hybrid in this game has been underwhelming for a while on non-summoners. maybe this will change with 3.0, but probably not. even then, MoM can be very good for hybrid- wear a covenant and you basically negate the only relevant problem of MoM of not being able to cast your main skill with no mana.

for life, MoM is great as well.
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grepman wrote:

for life, MoM is great as well.


Yup, and that is why I like the updated MoM even more now.
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

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grepman wrote:
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CyberWizardB5 wrote:
The best candidates to use MOM are int chars since they have more mana than anyone else in the game, but MOM is almost useless to them because damage only reach HP once ES is depleted and chaos damage is usually DOT, now it will at least be useful against DOT, but it would be even better if it could stop damage to ES too, at the cost of running out of mana

I dont agree with your statement at all. for CI toons, MoM is easy access to mana nodes.

hybrid in this game has been underwhelming for a while on non-summoners. maybe this will change with 3.0, but probably not. even then, MoM can be very good for hybrid- wear a covenant and you basically negate the only relevant problem of MoM of not being able to cast your main skill with no mana.

for life, MoM is great as well.


I'm talking about MOM itself, not the mana nodes behind it. I know CI builds use the mana nodes behind MOM (I do it myself). I would like to see MOM itself be used by int chars as damage buffer but to do so it have to be applied to all damage including the hits on ES
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CyberWizardB5 wrote:
I would like to see MOM itself be used by int chars as damage buffer but to do so it have to be applied to all damage including the hits on ES

Mana shield is a fairly old concept in games, because it's tied to resource management it's usually activated on demand which can be somewhat cumbersome. Losing all your mana also can be quite a problem in some games because it might not be as easy to replenish and you've lost both your offense and defense until it recharges.

Newer games tend to use the concept of energy shield more often, though, it's more convenient, easier to maintain and less punishing if you lose it. However, it's pretty much the same thing in the end, and having two slightly different shields at once seems a bit dumb to me, I like that they've kept it separate so far.
Wish the armchair developers would go back to developing armchairs.

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Last edited by raics#7540 on Jun 9, 2017, 5:47:31 PM
The purpose of MOM is to be used as a source of damage buffer for chars with enough mana, if you don't wanna risk run out of mana just don't take MOM, as it is now, it's purpose is only provide access to mana nodes behind it

The risk to run out of mana is a drawback for increased damage buffer, but it's an option! I don't know you but I like to have more options
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grepman wrote:
but it isnt it (mana drain) the case with MoM already on non-DoTs ?

Mostly this isnt a problem currently for regen based MoM builds. The mana regen is enough to get mana back after being hit before the next hit comes in. By the time normal human can react to the loss of life enough mana is regenerated to use movement skill. This is assuming solid mana pool, boot enchants and some %mana regeneration. But I want all those anyway on a regen based MoM build.

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grepman wrote:
things like burning ground/desecrated ground should be countered by mana regen.

Probably. I didnt mean weak DoTs. Rather the more dangerous things like bleed, ignite, poison, boss and exile DoTs.
The new chaos rogue exile with wither totem could be quite nasty - cant use move skill and cant run away and cant attack if OOM. And OOM wont go away.
I wouldnt expect it to be a frequent problem. Its that it makes certain rare dangerous situations extra nasty.
No wonder it's lost, it's in the middle of the jungle!
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Zrevnur wrote:
...

Boss beams are also candidates which make the new MoM problematic. Especially if a large part of mana is reserved. They are designed so that it is instrumental to get out of the beam ASAP but if I am OOM and rely on movement skill then MoM turns into a liability.
No wonder it's lost, it's in the middle of the jungle!
This may seem strange but since this thread is about the MoM change...

Where can I find some info on this? I can't find it anywhere, neither on forums nor on reddit yet everyone is talking about it. Someone? ANYONE? HALP?!
new MOM is absurdly strong

when built properly (and i havent seen a single mention of that in this thread) it means 30% less damage taken, all the time, no downtime, not drawbacks. and it stacks with fortify..

i think that this change is an overbuff..
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sidtherat wrote:
when built properly (and i havent seen a single mention of that in this thread) it means 30% less damage taken, all the time, no downtime, not drawbacks.

I dont think so... Either you loose mana reservation or you loose oneshot protection.

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sidtherat wrote:
and it stacks with fortify..

Unless there is some change to fortify or some new interaction with MoM I dont see your point here. Because everything else "stacks" with fortify too.
No wonder it's lost, it's in the middle of the jungle!

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