Is VK Reversal the only reliable way to sustain mana with this class?

I spread false information pious offering definately stacks but it only costs 73mana per cast with 1 level which is what I have.

It really depends on the class and build.

Planning your build around mana management is important - either by reducing mana costs, pushing passive regen, using mana generating skills, etc.

Not all skills are viable as a permanently spammable option, and that’s probably for the better. Some skills can be made viable by selecting the right nodes, idols, gear.

Not every build immaginable can be made without having OOM issues.

But every class has multiple viable builds without mana issues.

It’s percentage based on your current mana, so the cost dynamically changes - if you have less mana, it becomes cheaper. If you’re at the bottom of your mana pool, it don’t matter anymore. If you attack with Judgement when you are currently at 1 mana, that would be 0.2 mana.

Rebuke lets you regenerate mana and charge up some temporary buffs as well. Granted, the buffs lasted longer in EA than in 1.0.X, but it does work.

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Shut up and read better. Troll.

edit for clarity: I’d already pointed out, literally one line above your troll post, that out of the 4 builds I’d opened, 3 of them listed Mana Management as one of the build’s cons.

Maybe I should’ve called the thread something else because I was just looking for ways to sustain other skills besides Warpath with Dark Nexus. Stop being worried about a VR nerf when what we need is a buff.

It must, but how many exist on Sentinel? There’s like 20 different skills which could be used as your main attack and only 2-3 non-T+F skills that seem currently viable without the need for extreme mana management. :confused:

As long as it stays this way, players will flock to whatever skill has the easiest time bypassing the mana restriction(s). Feel like all this mana management is limiting the amount of variety within the class. You either play Hammer Throw, Javelin or some form of VR. Healing Hands is busted atm, but it’s literally just that: busted (i.e. bugged).

Yea, I know… Used it on my Shield Thrower. It works but is far from ideal and even then I was struggling with mana even though I was running Foot of the Mountain.

Helmet prefix: Mana gain on hit w/ Rive. huge mana.

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There’s also one for Smite which I’ve yet to try but does look interesting…

Rive any good on its own or is it being used in other builds as a generator too?

If you go just for the 1-2 combo, Rive can attack very fast. One node allows it to pull in enemies, so the limited range and area is not a big problem, imo. It’s good as a utility skill - generating mana, buffing crit chance, pulling enemies together, summoning Forged Weapons, shredding armour and fire res.

Just as a utility skill, I had it hit for 22k tooltip dps - without my sigils, buff from casting a spell, buff from casting smite, and activating holy aura. If build for damage, it would go way higher.

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Even though Rive does work for Utility (cut the 3rd strike and pull/shred/generate mana), I would say it is more often used as Primary DPS for builds it’s in. Set 3rd strike to auto-crit, stack ‘more’ skill nodes and crit-multi on gear, and you’re off to the races.

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