DreamSlash Shadow Resummon system and mana, sugestions please

I studied the skill and the ressumon shadow system from the Recurring Dreams node is consuming 5 mana for shadow resummoned up to 4 at a time.

There is the node that make free resummon with 30% chance.

Then the questions come:

  1. Can Doppelganger mimicry resummon shadow be an extra ou counts to the resummon of the Recurring Dreams (there is a chance of one shadow resummon 2? Or no? If no the mana cost is lower if yes the mana cost will be higher even with the item but has the chance to double ressumon per shadow)

  2. How do you rogue players think to have to manage this mana issue? As Dreamslash has the highest base atack speed in the game, we can reach 4.5 atacks per second with only 200% atack speed. That means with 4 shadows (1 is always resummon with Umbral Recollection node, and at least 3 ressumon with 5 mana each). That means 15x4.5 mana each second, 60 mana!!!

Then?

  1. Lower you atack speed
  2. Increase mana regen
  3. Do a combo o mana regen with shadow cascade and shift to mana regen and then repeat?
  4. Umbral blades nerfed, has use to recover mana with shift?

Please give me ideas to keep the super build viable

It looks like the main form of mana reduction for the build will actually be stacking shadow reform chance. You can get 60% easily with the 30% from the skill tree and 30% from Doppelganger’s Mimicry.

If 60% mana reduction isn’t enough you can try incorporating these 2 unique:

The Butcher’s Crown should be able to net 20 mana per second with fairly low mana regen investment.

Foot of the Mountain can also provide large mana cost reduction, but you would have to use the node that makes you stand still.

You think you have mana problems?

Try cold Dreamslash spawning cold Bladestorms (like 15 mana each) and cold Explosive Traps (5 per trap) in addition to 5 mana per shadow resummon.

I hate that unlike Spellblade, Bladedancer has basically no ways to regen mana outside of using Shift to recall Umbral Blades, and even that is just a gimick that doesn’t return that much.

Especially since the % mana regeneration stat is a waste of space that does literally nothing, because the base regen is so bad you need to have 3 T7 Mana regen affixes on your gear to even notice a difference (the base is like 8 or something, which is nonexistent if you have 300+ mana pool). WHERE IS MY FLAT MANA REGEN STAT? We have flat HP regen stat to make %health regen scale better, so why is there no flat mana regen? Even casters don’t use the %mana regen stat because any single other way of regenerating mana is at least 100% better at the job…

Apart from Sapping Strikes with 0 cost skills, or mana on potion affixes, or mana on dodge or mana warp (if you’re a marksman), or any of the numerous skill nodes that return mana. It’s almost like the devs want mana to be a thing the player needs to deal with, it’s not their fault if you pick all of the expensive nodes without taking any way to generate mana.

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Sapping Strikes is useless because nobody uses 0 mana skills. Literally every Bladedancer skill has a steep mana cost

Mana on Dodge requires 14 points wasted in Falconer tree for a grand total of 5 mana. Since it has internal cooldown in addition to a conditional effect.

The only mana back talents are meager 2 mana per Bladestorm detonation (which in itself requires 30+ mana to make 2 of them), and Umbral Blades recall (2 per blade but ONLY if you use Shift for movement)

Stop making excuses. Spellblade can passively regen hundreds of mana without any investment with their passive tree alone (regardless of the build you’re running). Meanwhile rogue specs have no way of regening mana short of using a 0 dmg, 0 mana cost skill every few seconds, and even then it only gives like 8 mana per use (unless you ALSO waste a specialized skill slot), so good luck using it 20 times in a row to get back to full

Lots of dream slash builds are using 0 mana dream slash. Lots of dream slash builds are also doing just fine with their mana management. So they clearly have tools available.

However, if you simply ignore everything and just take all the stronger nodes that also increase mana cost, then you have to expect that your mana will be hard to manage.

You know, like also happens with Spellblade if you do the same thing?

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That’s a choice that ignores an option to deal with the steep mana cost. Accept that the choice is being made, don’t make it then whinge about having consciously made it.

Once per second, yes, which is disappointing, but dodge as a conditional effect is hardly an issue for a Rogue. Unless you’re going block & totally ignoring dodge.

If you’re going to take all of the nodes that makes skills more expensive and ignore any way to make it cheaper or sustain, yes. 2 is also a bit low, I agree, personally I’d make it a % of the skill cost, less than 100% though.

97.1% of the Bladedancers using Umbral Blades use Shift as well & none of the Falconers, though TBF, there’s only 4 Falconers that use Umbral Blades. And that node doesn’t require you to have used Umbral Blades, given every single one of the top 11 Bladedancers that uses Umbral Blades is using that node & the “Shadows drop an Umbral Blade” node on builds that generate lots of shadows, I guess they’re getting a reasonable amount of mana back? Or are they doing it wrong?

I’m not. You are the one that’s acting like a petulant child who can’t stuff their face with chocolate cake all day. You want to take all the big damage nodes without having to pay any cost.

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The only way to scale 1k corruption plus with bladedancer is thinking of how to use shadow cascade (shadow rend or dreamslash) and recover mana, I see that were some people already doing it but even seeing the planner I could not figure how they did it to 2k corruption.

I agree with the Llama. I’m also trying a Dreamslash build, and it feels like the node that resummons shadows for mana was meant to not be used together with the node that makes shadows use throw attacks. The “1 mana” mandatory cost feels like something specififically made to prevent the use of Sapping Strikes, so the build would be mana starved.

It feels like Dreamslash has been balanced around either having too little mana (with Recurring Dreams ressummoning the shadows) or having too few shadows (replenishing mana with Sapping Strikes but then without Recurring Dreams). So far, I have been trying to circunvent the shadow restriction by using Shift and Synchronized Strike, but it still doesn’t feel comfortable.

I have finaly did something worth with dreamslash.

https://www.lastepochtools.com/planner/AVaJnZLZ

No throwing with sonambulism, just shadows inflicting 2 stacks os shadowdaggers and lots of atk spd and crit multi. The build is terribly bad but I am already at 700cc with those bad legendaries and idols.

Only 2 points in recurring dreams and I have 5-6 shadows all the time, sync strike with 1 shadow every sec and bleed shadow generation every one sec, is making it work with the Doppel mimicry.

For mana regen, umbral blades with shift. If goes to 0 mana puncture with saping strikes 2 secs and full mana, thanks to high atkspd. But of course I would prefer to have smoke bomb specialized than puncture

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