The mana regen problem: Clarity + Nodes
It's rather simple: Clarity is mandatory for mana regen builds because we only have %Increased Mana Regeneration in the tree. This means that you either need a GIFUCKINGGANTIC mana pool, and few links, to run without clarity because of only having base regen to amplify, or you have to run Leech/Blood.
I think it would be beneficial to have nodes in the tree similar to life regen: 0.x% of mana regenerated per second. Have it be balanced in point cost so that it is a viable alternative to clarity/leech/blood, but not better than them. Dernière édition par Xendran#1127, le 8 juin 2013 à 20:52:12
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I'd much rather have these around than 1000 generic +8% mana nodes.
IGN: Asser, AssDelver, Assphobic, AnointedAss, BetrayedByMyAss, CrackedAss, FracturedAss, FulcrumedUpMyAss, ImpaledAss, IncursionOfTheAss, WarForTheAss, UnleashTheAss, ScreamingAsshole, SwampAssKing, Yui Dernière édition par Wooser69#4318, le 8 juin 2013 à 21:14:34
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I did not get it ! Could you elaborate for the small minds please ?
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" .4% life regeneration nodes in mana form, he wants TOTAL MANA % REGEN instead of just INCREASED % |
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yes
P̯̹̙̥̉̏ͦͯA̠̝̰̣̯͕͚̲̭͈̥̠͑̓̿ͦ̾ͯ̍ͅͅȚ̜̦͕̞̞̠̮͎͔͙͔̺̺͉̟̿̿̏ͬ͛͋̍ͮ̌̚H̹͕͚̟͍̘̤̱̻̬͓̬̮̫̦͖̳̹ͮͨ̒̉ͮ̿̈ͪ̇̿͆ͭ̃ͭ̃ͭ̚ ̲̫̞̤͓̳͑ͬ̾͌ͯ͐͂̿͗ͨ͋͑̍͐͗̾̄O͕̮̻͔̳̠͉͖̳͖͈̻͇͈̣̙̪͈ͨ͐̒̽ͣ̋ͅF̣͎̞̞̯̝ͦ͌̆ͥ̈͐̾ͣ̔ͮ̐̀̏ͪ̚ ̟̩͙̙̩̮̻̼ͬ͑ͥͦ͗̿E̼̭̩̜͕̱̤̭̞͖̳͍̝̤̼͓̗ͩͫ̌ͬ̊̋̄͑͗̽X͕̰̪̱̲̩̙̦͓͓̯̠̤̝̝̯̣̥̀̋̌̍̚Ȉ̖̟͔̩̝̊̿ͪͅL̺͓̻̰̀͋̅ͮͧE͔̼͚͕̮̻̟̩̪̖̫̪̦͙̎̑͆̏ͨͅ
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Great idea.
IGN: KoTao
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Doesn't mana naturally regenerate at an x% rate? Then there are mods on rings and stuff that add to mana regeneration.
On the one hand, I'd love to be independent from mana - I could use the belt slots for granite, quicksilver and resist flasks. On the other hand, that would make the game a bit easy, wouldn't it? Now you have to do some resource management. You've either got to take some mana potions, make sure your gear has some increased mana regen, or run clarity, thus giving up a not insignificant amount of free mana, and a skill slot. With x% absolute mana, you get more mana, making the reserved mana from clarity less of an issue + recreating more mana/s - but you'll have to run one aura where you could have another active skill or a damage aura or whatever - you've got to prioritize. I think it is rather well balanced the way it is. Bird lover of Wraeclast
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Your suggestion is already the case.
Mana regen is based off a %of total mana pool. So if you have increased mana regen, it does exactly that. Clarity is so powerfull, because the main % of your mana pool is so terribly weak. You might be able to get some spell up to cost maybe 150 mana per cast (thinking about arc). 1500 mana would give you 10 attacks if you have bad mana regen i.e. However 1500 mana is far too important to be used that way, it is best to run clarity and other auras of that. In general the whole system is bad if I have to compare it to the Witch doctor mana pool from diablo 3 (yes I said it). I played the WD and the balance they did around the mana pool w.r.t. spell costs was very good. You could go over the top with some big damage (insane cast rate), but if you than had a big mana buffer and decent mana regen you do deplete that with 8 attacks and after 8 attacks you had to recover. In general those 8 attacks would be very powerful. Let's be fair, mana leech is just there for the attack, there are no big spenders and you scale abilities and spells, by mana regen and the mana pool has little influence on that. Even leech is ineffective, because you can regen more than you can safe up due to aura reservation. I do agree that mana regen is hard to come (the actual numebers, you can get the mods etc., but they add so little) by and clarity plays far too big a role. I feel clarity should be an option for an extra boost or the option one takes, because he/ she has no %increased mana regen (thus clarity and %mana regen would not mix). |
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EB would become a hell of alot stronger with nodes like that around (7 auras with artic armor anyone?).
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