![]() Rapid Expansion Crimson Jewel (8–12)% increased Global Physical Damage Increases and Reductions to Energy Shield in Radius are Transformed to apply to Armour at 200% of their value ![]() Vaal Skills have (15–20)% chance to regain consumed Souls when usedįragility Crimson Jewel -1 to Maximum Endurance ChargesĮnergised Armour Crimson Jewel (15–20)% increased Armour Intelligence from Passives in Radius is Transformed to StrengthĪtziri's Reign Crimson Jewel (15–20)% increased Vaal Skill Effect Duration Rain of Splinters Crimson Jewel (30–50)% reduced Totem DamageĮfficient Training Crimson Jewel +(16–24) to Strength Inspired Learning Crimson Jewel With 4 Notables Allocated in Radius, When you Kill a Rare monster, you gain 1 of its Modifiers for 20 seconds *rework archmage to give more spell damage based on mana cost instead of added lightning damage so it has better sinergy with the rest of the spells and change superior quality from 0.5% increased Mana Cost per 1% quality to 2% increased mana cost per 1% quality.Inertia Crimson Jewel +(16–24) to Strengthĭexterity from Passives in Radius is Transformed to Strength sanctuary of body (new): 20% of Damage is taken from Mana before Life, Regenerate 2% of Mana per second sanctuary of thought: Gain 20% of Maximum Mana as Extra Maximum Energy Shield, 1% increased Area of Effect per 50 Unreserved Maximum Mana (limit removed) divine guidance: 25% more mana, transfiguration of mind *remove the limit to nodes like prodigal perfection or Dark Ideation *buff mind over matter and add a few conditional Regenerate % of Mana per second linked auras gain 2% increased effect for every "x" life they reserveĮach level add 1% to base mana reservation of linked skill linked auras gain 1% increased effect for every "x" mana they reserve ![]() How many auras does one have to stack before they're considered an aurastacker?Īs long as auras reserve a % of mana then mana builds will feel horrible, few ideas that come to mind to make mana more atractive: Now for people who want to only run 2-3 auras how are they going to deal with all this mana loss? Or do you only want this punishment and tax on aurastackers only so once they surpass a threshold then the mana drain kicks in? Regardless of what happens I'll always try to make aurastacking work unless GGG truly wants it dead in which case I can't really do anything about that. If each reservation of only aura tagged skills were hit with a mana drain of 1 then, I'd lose 280 mana per second because I have no idea how you would calculate the loss of Vitality, Clarity and Precision. How would you like to do your mana drain tax on flat reservations like Vitality, Clarity and Precision? I could get a little bit more if I had a level 21 corrupted Clarity and a tad bit more with a level 5 Awakened Empower supporting it.įrom there I'd reduce my Fireball skill cost to 1 to still get the damage boost from a Divergent Inspiration.Īrctic Armour, Tempest Shield, Heralds, Stances like Blood and Sand don't have the aura tag, so are they still going to be subject to this drain tax too since you just want to combat aurastacking? Otherwise you want all reservation skills to be taxed with a mana drain. With all my increased aura effects on a level 25 Clarity I can regenerate 321.2 mana per second. Very interesting, if GGG does decide to add on a mana drain it depends on how severe it'll be to brick my aurastacker. Maybe drain per reservation even to combat aura stacking." Maybe they should be a mana drain instead of reservation akin to the old arctic armor. "It’s hard to fix without changing auras.
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