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rrtson wrote:
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habbey wrote:
They way you're thinking about his is flawed in my mind, troll blood is easily one of the top nodes (i personally think its the best, but we'll just stick with one of the top). In no way should a node like this be thought of as a 1 node investment because you can't just get a lot of those nodes, and usually if you're getting troll blood its not an afterthought, but the main reason you're going in that direction.
And then just to go ahead and follow your logic a bit anyways, the +res% on purity isn't that big of a deal, its SO easy to max your resistences, so the big thing is the +4 max (equivilent to one node -- although again its not like its only a 1 node investment...).
Also, haste is only "2" nodes as there is a 15% atk speed node (and 12% +20 dex i think). Not sure if there is an analgous cast speed node though.
All that being said, vitality might be underpowered, but how to argue about that shouldn't be by comparing it to passive node "alternatives", you're going to want to stack the nodes and the auras. For instance purity is much better with EA node.
Mostly agree, but it seems like out of all of the people I've met in-game, 9 out of 10 people who run multiple auras never choose the Vitality Aura when the alternatives give so much more benefit in comparison. One of the only times I see Vitality being turned on are on those 50% regen Maps.
WOW someone who can take criticism like an adult instead of replying along the lines of "u stupi jelly hater gtfo mah thread"
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Posted byH4xolotl#7857on Mar 4, 2013, 3:38:58 AM
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I agree with the OP and the people who refer to it getting reduced by 10%. My blood magic duelist has about 50 regen/sec (weak, but I'll get it up there). My Rejuv totem, which costs me only 17 "mana" to use grants about that much again, effectively doubling my regen. My friend puts on Vitality to support his minions... and that increases my regen by 12/sec. 12. That's 1/4 as powerful as my totem, which, don't get me wrong, the totem *should* be more powerful, but there's no way I would waste 40% of my mana (if I had mana) to bother with Vitality. Just not worth it.
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Posted byShippal#4556on Mar 4, 2013, 3:47:09 AM
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I agree what while vitality itself isn't necessarily bad, it certainly is trumped by other auras, hence why you barely see it being used in comparison to say purity or haste.
I think to make it not overpowered at later levels, but still be viable to use in earlier levels, the aura needs to offer a % life based regen AND a flat amount of regen.. for example:
Level 1: 5 Health per second + 0.55% health regenerated per second.
Level 2: 10 Health per second + 0.60% health regenerated per second.
Level 3: 15 Health per second + 0.65% health regenerated per second.
Level 4: 20 Health per second + 0.70% health regenerated per second.
Level 5: 25 Health per second + 0.75% health regenerated per second.
And so on. That way, at level 20 the aura gives you 100 base health regeneration + the current 1.6% or so health regeneration. By the time you reach that level, it won't be a HUGE difference to your regneration, but would certainly be use-able.
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Posted byEndOfEnds#7547on Mar 4, 2013, 3:49:13 AM
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EndOfEnds wrote:
I agree what while vitality itself isn't necessarily bad, it certainly is trumped by other auras, hence why you barely see it being used in comparison to say purity or haste.
I think to make it not overpowered at later levels, but still be viable to use in earlier levels, the aura needs to offer a % life based regen AND a flat amount of regen.. for example:
Level 1: 5 Health per second + 0.55% health regenerated per second.
Level 2: 10 Health per second + 0.60% health regenerated per second.
Level 3: 15 Health per second + 0.65% health regenerated per second.
Level 4: 20 Health per second + 0.70% health regenerated per second.
Level 5: 25 Health per second + 0.75% health regenerated per second.
And so on. That way, at level 20 the aura gives you 100 base health regeneration + the current 1.6% or so health regeneration. By the time you reach that level, it won't be a HUGE difference to your regneration, but would certainly be use-able.
Yep, we need a flat amount and percent regen to make this a more versatile aura. This would also curb high-HP characters from exploiting a pure % boost.
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Posted byrrtson#7791on Mar 5, 2013, 3:55:42 AM
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EndOfEnds wrote:
I agree what while vitality itself isn't necessarily bad, it certainly is trumped by other auras, hence why you barely see it being used in comparison to say purity or haste.
I think to make it not overpowered at later levels, but still be viable to use in earlier levels, the aura needs to offer a % life based regen AND a flat amount of regen.. for example:
Level 1: 5 Health per second + 0.55% health regenerated per second.
Level 2: 10 Health per second + 0.60% health regenerated per second.
Level 3: 15 Health per second + 0.65% health regenerated per second.
Level 4: 20 Health per second + 0.70% health regenerated per second.
Level 5: 25 Health per second + 0.75% health regenerated per second.
And so on. That way, at level 20 the aura gives you 100 base health regeneration + the current 1.6% or so health regeneration. By the time you reach that level, it won't be a HUGE difference to your regneration, but would certainly be use-able.
^this, and it can open some possibilities for zealot oath+CI.
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Posted byMadus#4524on Mar 5, 2013, 4:49:01 AM
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_Madus wrote:
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EndOfEnds wrote:
I agree what while vitality itself isn't necessarily bad, it certainly is trumped by other auras, hence why you barely see it being used in comparison to say purity or haste.
I think to make it not overpowered at later levels, but still be viable to use in earlier levels, the aura needs to offer a % life based regen AND a flat amount of regen.. for example:
Level 1: 5 Health per second + 0.55% health regenerated per second.
Level 2: 10 Health per second + 0.60% health regenerated per second.
Level 3: 15 Health per second + 0.65% health regenerated per second.
Level 4: 20 Health per second + 0.70% health regenerated per second.
Level 5: 25 Health per second + 0.75% health regenerated per second.
And so on. That way, at level 20 the aura gives you 100 base health regeneration + the current 1.6% or so health regeneration. By the time you reach that level, it won't be a HUGE difference to your regneration, but would certainly be use-able.
^this, and it can open some possibilities for zealot oath+CI.
When you take zealot's oath, percentage based health regeneration is based on your total ES, rather than your total HP, so the possiblities for that combination are already open.
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Posted byEndOfEnds#7547on Mar 5, 2013, 7:41:21 AM
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Vitality + inner force is amazing. There is very little life regen nodes in the skilltree and it exceeds them all. I use it over haste all the time.
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Posted bykasub#2910on Mar 5, 2013, 8:03:49 AM
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kasub wrote:
Vitality + inner force is amazing. There is very little life regen nodes in the skilltree and it exceeds them all. I use it over haste all the time.
I have 3x points invested into the Inner Force nodes too (30% buff effects total), but even with a level 20 Vitality + 30% buff, that only equals 2.0% life regen instead of 1.55%. And you have to invest 3 passive points in order to get that extra 0.45% regen (albeit, your other auras get buffed from Inner Force also, but that's a different story).
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Posted byrrtson#7791on Mar 5, 2013, 4:08:40 PM
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Wish it was a 30% aura.
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Posted byYellowMage#0417on Mar 5, 2013, 6:57:16 PM
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IMO bump it up to 2%, call it a day.
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