Mana cost of (attack-)skills gets EXTREMELY whack on higher levels...

Hello there,

I am trying to keep this very short so I will limit this thing to just 1 detailed example for now, but honestly quite a few things that scale exponentially are affected in a similar way.

The example here is: Manacosts of skills, escpecially past lvl 20

I was already under the impression that mana-sustain was kind of problematic in some of the earlier levels (especially on boss fights), but now going characterlvl 80+ with skills on a baseline of 16/17 this problem actually gets more and more insane instead of slowly getting solved.

It is actually to the point that a mod you would think is beneficial (like +4 projectile skills on a bow) instead makes an otherwise very good item completely unusable.

Some context:
Getting another +3 from my quiver and a lvl 17 gem as a base, Lightning Arrow is already sitting at a crazy 78 mana cost with 4 supports; this is more than 10% of my mana pool per shot by itself, not counting paying the manacost of cast on shock (another 76).
Using only dps-neutral or dps-additive supports, an average white mob needs ~5 of these to die or 2-3 if we add a Lightning Rod.

My manapool is sitting at ~750 - this is why it is completely normal to go full-mana to empty in the timeframe of ~2-3 seconds of attacking; this is including quite a bit of mana on gear and even with full mana flask nodes on the tree it is not feasible to get anywhere close to completing a map without having to leave multiple times for mana flask charges.

Now going back to the +4 proj gems mod on bow... equipping that item literally skyrockets manacost per arrow from 78 to 137, almost doubling the cost again after already being close to unplayable... this is completely unreasonable for a comparatively small dps gain on attack builds from gemlevels and makes this mod an actual severe detrement that bricks entire builds.

Yet, even not counting any mods, it is actually a big advantage to use lower-level attack skills for lower mana cost because investing into the sustain as compared to the damage gain is actively griefing a character's performance.
Last bumped on Dec 10, 2024, 6:30:38 PM
Leech is broken rn, it may help a bit once its fixed
Totally agree. Mana costs are currently way to high. I am playing Corrupting Cry build and i am stuck using level 11 Seismic Cry instead of 14 because i would kill myself - had to go with blood magic to be able to even sustain level 11.

Was playing totems before and had exactly the same problem. If you are not playing build thats able to leech then there is nothing you can do to reliably sustain casting of skills.
As a Cold monk, I can't even benefit from the "%Physical damage leeched as mana" on my quarterstaves, which should be "%Attack damage leeched as mana"

Like OP, I have to constantly spam mana pots every second or 2 while attacking because
I run out of mana within 1-2 seconds of attacking with a mana pool of 600.

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