Mana Gain on Killing Blow as a support gem
This can provide an interesting alternative to leech, regeneration, and recovery from flasks.
The fact that it scales with enemy life rather than any of your own stats makes the option accessible for an array of builds. It also means that the mana gained is often proportionate to the mana and time cost of killing the enemy. As for the exact numbers and why a minimum is given, it is so that the percent scaling isn't tuned too highly to accommodate for enemies with small life pools. As for level progression, the percent would probably stay the same or have little change and the minimum would rise. same name in-game Last edited by iao#2860 on Oct 13, 2013, 6:35:54 AM
This thread has been automatically archived. Replies are disabled.
| |
I like it a lot better than Mana Gain on Killing Blow as a passive node
|
![]() |
Might be OP but depends on scaling.
|
![]() |
" Heh, same here. " True. I changed it slightly for a more balanced approach. same name in-game
| |
^
same name in-game
| |
You've spotted a really important point here. Good work OP!
The mana gained on killing blow passives are bad because they don't scale at all - so they're great early on, but you should almost always spec out of them later. Your idea for scaling based on the enemies rather than the player is a good idea. This could be applied to the passives as well, to make everyone happier. :) I think a better way to scale is based on the enemies levels, rather than their HP, though. Enemy HPs skyrocket in higher levels, which would make this mechanism either way too powerful late game, or much to weak early game, depending on the numbers chosen. Basing it on the enemies' levels still allows scaling to occur, but the progression is more linear. Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756 |
![]() |
Good idea OP; dudio too.
Want to Fix the Economy, Bad Loot, Trade and Legacy PvP? pathofexile.com/forum/view-thread/548056 Open Letter to Qarl on Crafting Value pathofexile.com/forum/view-thread/805434 Biggest Problem with Mapping: Inconsistent Risk to Reward pathofexile.com/forum/view-thread/612507 Last edited by Veta321#3815 on Oct 15, 2013, 12:11:46 PM
|
![]() |
I like the idea, but why should i choose it above a Mana Leech Support?
I think Mana Leech would still be superior as you don't actually have to deal the killing blow (I see an OOM Problem in parties ...) Forums are SOOO much fun on patch day! Casuals play because it's fun, not to achieve any goal unreachable with their resources. We are playing for the next difficulty, the next keystone, the next item upgrade. Not to feel better than anyone else. Last edited by Fhedaykin#5157 on Oct 15, 2013, 2:57:10 PM
|
![]() |
" Thanks. I like your idea as well. It might also be a bit much at higher levels, but a scaling system based on enemy rarity could be interesting. Something like this: Gain 50% of a Normal Enemy's Level as Mana on Kill Gain 75% of a Magic Enemy's Level as Mana on Kill Gain 100% of a Rare Enemy's Level as Mana on Kill Gain 150% of a Unique Enemy's Level as Mana on Kill I do still think a version based on enemy life could work. It'd likely need to have a high initial level requirement as it makes more sense for high level enemies anyways. The minimum and percent might not be ideal, though. same name in-game
| |
" There are certain builds that cannot rely on leech. For example, those using remote skills such as totems, traps, and mines. This just opens more possibilities. It's not meant to be better than leech, but to be another option. same name in-game
|