Looking for advice. Which one is better?
Transplant mana on hit. Movement, but not constant
Rip Blood on hit. Have to cast it a lot
Life Drain channeling mana per second. Minion are required
Depends on your build.
When none of these things really fit into your build Transplant is probably the best if you take detonation on departure and arrival with a little bit of Aoe.
If you use Transplant on bigger mob groups it is giving a big burst of mana without spending much time. Disadvantage is, that you use your traversal skill for pure utility/offense and might not have it ready when needed. If you donât care about transplants cooldown a lot you can also take the successor Node Pale Blood, which gives you 30 flat mana on Transplant use, but increases the cooldown a lot.
What is your main mana consumption skill? Stacking a little bit of regular mana/sec can work wonders as well.
Maybe a combination of Transplant mana regain and a few mana/sec affixes will do it for you.
Edit: Do you also already lowered your mana cost as much as possible with a well rolled Wand Implicit?
Having 1 or 2 less mana on a skill that you spam does a lot for your mana management.
At this point Iâm collecting info, my warlock is too small to give me answers ) trying to find out how utilize autobomb relic after lvling and rebuilding
Probably Life Drain will be best in slot, as 2sec gap in between summon and auto explode may work with mana cost swap to hp cost skill node and hp->ward equipment
Mana from Transplant is meh
As my warlock is developing in another direction - at this point Chaos bolts + auto 0mana cost Rip blood for 9mana per orb (up to 2 rips per sec) works pretty good
That is odd. This should not work, otherwise I would have suggested this already.
Rip Blood only gives mana when you directly casr it.
Otherwise Transplant could also trigger up to 3 Rip Bloods for extra mana
Hm. Probably. Mana got stable, but Iâve changed some nodes in chaos bolts too
Upd - confirmed. No mana from rip blood
Another option can be Wandering Spirits ward on spirit expiry, its duration is a bit meh.
Mana is an annoying problem for Chaos bolts you push cast speed to increase damage but increases your mana problems. Regen just doesnât keep up. The most common solution Iâve seen is -9 mana cost with exalted Firestarters and depending on a T7 legendary is pretty shitty in my opinion.
Edit: I mean mana gain on spirit expiry.
You donât though. Actually, you said it in your post:
Mana is part of your DPS. If you run out of mana and canât cast your spells, your DPS drops. So rather than just pushing cast speed, you have to balance it with your mana regen.
Iâm pretty sure thatâs the intention of the whole system and not having mana pots. It might need some balancing here and there, but on the whole mana isnât an issue unless you blindly go for all DPS without paying attention to it.
Devour the Damned node works well with cast speed. Extra projectiles - that is what ruins mana pool
What duration is a bit meh? The ward (get more int/ward retention) or the Spirits?
I proposed this on discord but a item(s) could easily fix mana issue if they added it.
Unique Shield: [lvl 80 unique]
-10% of retaliation damage is converted to mana directly from all sources
- 450 retaliation damage to enemies
- +20% block chance
- Added 500 block effectiveness
- (+65) mana
- mana regan gets effective from Vitality
Two-Handed Staff: [lvl 52]
-
- 75 to physical
-
- 85 to spells
-
- 1000 mana
-
you can not leach health
-
your spells cost 20% more health
-
20% of all damage dealt is transformed to mana and you gain 60% chance to find pots
Thatâs the only way Iâve seen Chaos bolts without mana problems.
As I said in my post mana regen doesnât really keep up in LE per my experience. Cost reduction is way more effective another example can be Javelin where even Electrify versions go for the T5 Throwing mana cost reduction. This causes a disparity between these skills and the regular generator/spender type combos or skills with 0 mana cost (or easier to reach 0 mana cost like Shurikens).
sorry, I meant the mana gain on spirit expiry. Its good with Drain life or Death seal to extend the duration but otherwise feels a bit awkward in my experience.
So every time you got hit youâd loose mana? I fail to see how that would help, but you do you.
If you donât want the complexity of having to work around mana, why not just mod the mana cost out of skills?
Thatâs kinda what I didnât understand. If the spirits last longer then they arenât expiring & giving you mana.
Yes, that is another tool they provide so you can balance things. Itâs all a balancing act. Between cast speed, regen, cost reduction, mana generators, you balance things until itâs comfortable for you.
For example, you can even create a burst character, where you do burst damage until out of mana and then have to wait for mana to get back up. This is the tactic for static orb, for example.
Spirit duration shouldnât change your mana sustain. The only difference is when you start getting mana back.
â 10% of mana, i just used a - to make it look like a list on the forums, but it did not work as i wanted
Exactly, it lowers the mana per second since the spirits donât expire as soon.
An asterisk is your friend.
Also, 45 mana when hit? Why not just ask the devs to remove mana costs completely?
The main reason for is it to make damage to mana before health/ward more useful for some instances. If you then scale retaliation damage, you could add a lot off EHP. This only requires 2 affixes on a shield. Imagine your doing 4K retaliation. That would add 400 mana on hit.
It doesnât change the mana per second, just how long you have to wait to start getting mana back, but also how long after stopping casting will you still get mana back.
If each spirit gives 10 mana and you cast one spirit, it doesnât matter if the spirit lasts 1s or 10s. Youâll always get 10 mana back.
So if youâre channeling spirits and casting 20 in a 10s period, youâll always get 200 mana. The difference is just if you start getting it 1s after starting to channel and stop getting mana 1s after starting to channel or if itâs 10s after each.
Except people would then use that item & be able to spam expensive high damage skills. It wouldnât be used just by people using damage to mana effects.
And thatâs why it would/should never be implemented.
Yes, but in the first instance you get 10 mana per second, in the second you get 1 mana per second.
I mean, not really? If you cover a timeframe of 20s, both will give 2 mana per second.
So for any longer period of time (which is what should be used) youâll get pretty much the same mana per second, all that changes is the delay on when you get it.
And in plenty of cases you might even want that delay. For example, you channel the spirits, cast a high mana cost spell and when youâre done youâre getting the mana back already to do it again. Or youâre getting your mana back while youâre travelling to the next pack.
So overall it will always give you the same mana, but you might want either depending on the case. Lower duration would increase channel sustain, higher duration would support both high mana cost and travelling.