Is it true that mark on hit stuff uses mana now?
On reddit, someone mentioned that e.g. mark on hit rings or anything into that direction now cost mana if you trigger the mark skill? For example: "Trigger Level 12 Assassin's Mark when you Hit a Rare or Unique Enemy" would cost 27 mana per trigger, so 54 mana per second as the internal CD on the trigger is 0.5s. This essentially means that depending on the attack speed of the build one can get close to an additional 54 mana per second loss on top of the increased mana cost of the attacking skill itself, right?
I assume such a trigger cost is not reduced by the -mana cost rings? So if that is true, how big of an impact is this going to have, specifically for low-mana melee types that mostly rely on -mana cost rings and mana leech. Does this mean I cannot reserve as much mana anymore if I want to make use of such trigger effects or does this completely kill the idea behind trigger rings or oskarm gloves for these type of builds? How big is the impact going to be? Do I have to put in a significant amount of investment to negate these mana costs? Would enduring mana flasks help? Please help me understand this. Last edited by Dontfear#1425 on Jul 23, 2021, 6:38:09 AM Last bumped on Jul 23, 2021, 3:28:56 PM
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big if true)
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Dont know if its true, I'm a pleb. But sounds reasonable considering all the changes to trigger effects, right?
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Its very beeg and true
Still sane exile?
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Now that would be horrible imo.
Paying the cost of a curse for every enemy hit while wearing a precious Vuln/Flamma-Ring. Ha! |
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" Hexes are not triggered but the Marks explicitly say that they are triggered on condition. So its likely that Assassins Mark on ring will cost mana. |
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" I would guess a ring like this does not cost mana, because it's not a trigger. Thanks for all the fish!
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I just checked the wording again. My guess now:
- Curse on Hit rings are way harder to use now, since they say "trigger level # [...] on hit". So they will most likely drain your mana - Gloves on the other hand will be the way to go for curse on hit, since they say "Curse Enemies with Level (10-12) [...] on Hit" they apply the curse directly in stead of triggering the curse. You say Prison Cell, I hear 'Holiday'.
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lets assume for one second it will cost mana, that would mean on a group of 5 mobs a lvl 12 vulnerability cost 135 mana per attack (27mana per hit), if you use vuln you are most likely a melee wich avg (in my experience) atleast 3-4 atacks per sec.
thats 405-540 extra mana cost per second just vs a grp of 5 Last edited by Terspet#0706 on Jul 23, 2021, 7:49:30 AM
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" I think in this case not, because vul on hit is a curse that is not triggered, hence no mana cost. As far as I understand, the mana cost is only applied when it says "trigger x on hit" not "curse x on hit". But I may be completely wrong here. Anyway, I think this shows that there are many changes that people will figure out on the fly during the first week in. Its really a bumper for theorycrafting. Last edited by Dontfear#1425 on Jul 23, 2021, 8:54:08 AM
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