Vitality Aura
" Doesn't necessarily have to be, it's all up to how much auras grant as base amount and how much they gain per reserved mana. Hell, if you need only one 'super-aura' you could support it with increased area for a whooping 90% of your mana and a massive bonus. That's the kind of choice we should have here, one strong aura versus a bunch of weak ones, isn't such a no-brainer anymore, eh? StackStackStackStack... Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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" It took until page 5 for someone to point this out? :) The vit aura, by itself, is rather lame. It finds a major use, however, whenever it's doing more than just giving you 1.65% health. A) Summoners. It's regenning health of many multi-thousand HP minions all the time. B) Aura-specs. Can easily have Vit ticking around 3%, and being aura-spec, it's gonna cost WAY less than 40%. C) regen stacking. 1.65% by itself is lame, but 1.65% + every other life regen node you can comfortably get to (starting in either marauder or duelist area) can give a character with just shy of 10% life/sec. Which in life-builds is functionally immortal to anything other than one-shots. #1 rule of official forum boards of every video game ever: use the forums to relay info, gather suggestions, or the rare narrow-focused Poll; but NEVER as "feedback".
#2 rule: Never say the #1 rule in an official capacity. Let some guy on the forums say it, leaving yourself plausible deniability. |
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