Altar that have skill spend too much mana

can you change the altar that have skill spend too much mana.

What do you mean? Shrine skills don’t spend your mana. There is an issue that makes the game consider the skills/spells as cast by your character, which makes things like the Bleeding Heart Amulet think you’re casting a spell and give you bleed stacks, but other than that you’re not casting anything.

Maybe it’s some specific interaction from your build/uniques?

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It could be harvest/death’s embrace if you are using that? whatever the case, a shrine doesnt spend mana when using a skill unless you have a unique/set item equipped that causes a skill to spend more mana.

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Which skill Shrine is spending the Mana?

It might be an item you have equipped triggering the effect, can you share your build?

Warpath if you have Warriors Fury

This would be simpler to avoid if it wasn’t actually your character casting the skills. It’s fine for almost everything, but in the case PvtVlad mentioned and in the case of Bleeding Heart, there are unintended consequences which will make the player have to either pause and check what each shrine is, or skip them entirely.

It was probably the simpler way to implement this, and likely with the intended design of allowing the skills to actually do more damage if you have relevant stats, but now you have to handle all these situations individually so they don’t trigger that way. And any future interactions you add as well might have this problem, potentially.

EDIT: Isn’t there some skill that triggers after x skills are used or buffs the next after x are used or something? I remember playing something like that some time ago, but I forget which it is.
Anyway, does that also get affected by shrines?

It’s also quite detrimental to those who have something equipped that uses Ward to deal more damage while wielding a certain Unique. I have a Necromancer that avoids all melee attack skill shrines at all costs due to it killing me multiple times. I have to remember what all skills for each class are melee.

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Thank you, sent that to the team! If there are anymore where the Skill or a Node is causing a significant impact like this, please let me know. The team probably have a list internally but it’s good to have comparisons just in case.

If it’s done by an item or Unique then also let me know just be clear that it’s the item along side a skill so we can get everything properly labelled for the Devs! :blush:

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Smite, if you have the Sacrifice node. Your hp will get drained (did a bug report on this already :heart:)

Have a friend who always complains about shrines stealing his mana, regardless of shrine.

As far as I can tell, Coated Blades could also be triggering from the shrines, but I’ll try to get some confirmation on that as soon as he’s around again.

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Please check warpath + Coated Blades (rogue basic passive tree)
I’ve lost mana and was confused but now I got it

Oh yes they will. My experience with this node was short. 100lvl + items = rebuild. Video for letools builds (Acid rain) and that’s all, next char was created…

Skills

  • Warpath if you have Warriors Fury
  • Smite, if you have the Sacrifice node
  • Coated Blades Rogue Passive

Items

  • Bleeding Heart Amulet
  • Death’s embrace
  • Chronostasis

Thank you!

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Serious issues with the Chronostasis which has caused me to play my Necromancer very little.

EDIT: My point is that I’m glad you brought this into the list.

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On a similar note to this issue, could you please remove life steal as a shrine effect (it kills low life builds)? Seriously, there should never be a case where you want to NOT click a shrine.

The only life steal that happens with shrines is when you hit a rip blood one, because that’s what the skill does.
I agree that it must be bad for LL builds, but the only solution I see for that is to remove that skill from shrines (maybe replace it with a different one?).

Both the rip blood shrine and the harvest shrine actually give you 5% life steal as one of their stats in addition to the skill casting; the life gain from unspecced rip blood is negligible on an end game low life build.

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Oh yeah, I forgot about harvest, good point.
Still, if the skills themselves have the potential to screw over some kind of build and you have to be careful which shrine you’re clicking on, then it should be changed by a different one.

Or maybe the game can detect if you’re doing LL build (shouldn’t be hard, just check for the existence of any “missing health to ward” affix) and give you ward instead of health? Seems like this would be the easier fix and you could keep the skills.

EDIT: One thing that would be nice as well would be to be able to cancel the shrine effect. Like right clicking on the shrine effect near your bar to immediately end it. This would make it so that if you do click on a shrine you don’t want, you can simply dismiss it.
I remember before 1.0 I had a reflect build that required mobs to hit my summoned shields to take reflected damage and picking a shrine with minions was actually bad for me.

So having something like this would definitely at least minimize the issues when stuff like what’s described on this thread happens.

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At least we don’t need the ability to turn off shrine effects on ALL characters; ggg decided that it was OK to make a shrine that deletes all your drops and replaces them with tiny piles of gold…

As low-life builds were mentioned, one more thing about the Shrines that really hurt if you’re using something like Chronostasis is that many of them activate skills that are considered melee attacks and that destroys your Ward thus making it very dangerous to these builds.

Its on the list