Energy Shield on Hit
Another thing to keep in mind (possibly) is that ES has inherent recharge, whereas life/mana do not.
Perhaps this is also a reason for the lack of ES on hit options or instant-leech ES mechanics. And then there's also the inherently higher ES numbers that can be achieved. All ES nodes on the tree are worth more than life nodes. ES has Discipline, while mana and life have no similar aura. And then this makes ES regen more effective than mana or life regen. So: higher regen potential, higher amount potential, recharge mechanic all might add up to GGG's reluctance to add yet another way to recover ES quickly. Perhaps LGoH was a gem from the start because it was just more popular in the beginning to build life. Only the "pros" made ES builds or LL builds. As such, they thought LGoH would see much more use and popularity than ES. Initial thinking could have also been: well, most melee builds would be life-based and required sustain sources whereas most ranged builds would be more inclined to utilize Energy Shield and be able to use recharge for sustain due to the damage avoidance playstyle. |
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" I was just giving an example with Spells that will break ES on Hit much like certain attack skills break LoH. It's actually a worse mechanic than Leech, well after the 3rd version of Leech. LoH emulates original Leech which is instant. The difference is instead of flat damage, it's a combination of AoE layering and density but of course you're going to push damage in there. As an example I made a Storm Rain Deadeye a few leagues back that only had 30 LoH. Given the sheer number of hits per second and layering it turned into 3k/s. That character has to be 2-shot to die. Unlike Regen stacking there was near 0 investment to attain this. No Affixes, No Auras. There's probably around 1/3 LoH options left these days. I'm just saying I don't think it will ever get made because they probably regret making LoH in the first place at this point. "Never trust floating women." -Officer Kirac
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