Wandering Spirits - Drain Life - Auto channel while walking - The Wanderer

The Wanderer

Unique Wand
While you channel walking, your equipped Wandering Spirits and Drain Life are channeled at the enemies for the double mana cost.


HD : https://i.ibb.co/FK4M34R/wand-skull.png
HD : https://i.ibb.co/wydQq7k/wand-skull-blue.png

Explainer

The goal is to emphasize the original Wandering Spirits: A passive build that requires the player to walk, in order to draw attention of the enemies and intersect them with player’s moving mines (the spirits).

Wandering Spirits

Channeling does not affect the number of Wandering spirits revealed.

Instead of channeling “on place”, it is the player’s movement that triggers the channeling of Wandering Spirits, and it is performed at enemies location.

The node “Locus Mortis” will reveal Wandering Spirits at location, in this case, nearby the channeled enemies.

If the player walks to draw enemies attention, it might be best to reveal the spirits around the player so the enemies run into them while chasing the player.

For static boss fights like Lagon, it might be best to reveal spirits at enemy’s location.

The node “Song of the lost Chantry”, that allows Wandering Spirits to be channeled, while not mandatory, is still useful for its additional properties (Reveal and Cooldown).

Channeling at enemies location while walking automatizes the spell, which avoids the usage of numlock, and requires the player to focus on walking in order to draw attention of the enemies.

Casting any spell would stop the walk, the auto channeling and would impact the DPS. Such an interrupting spell should better be worth.

The best way to play this build is to press A and walk until every enemy is dead.

This new item / power embraces the passive nature of Wandering Spirits.

Drain Life

Cherry on the cake, Channeling Drain Life is interesting when used in conjunction with the node “Eternal Servitude” (Wandering Spitits does not expire while Drain Life is channeled)

As Drain Life can target multiple enemies, and this item channelling Drain Life at enemies, it is possible that enemies will suffer several Drain Life stacks.

Using the node “Comdemnation”, such a target will stack faster Damned stacks.

Using the nodes “Soul Blast” or “Soul Bond”, when such a target dies, it will create as much Soul Blasts or Soul Wisps as Drain Life stacks inflicted to this enemy.

Using the node “Death Barrier”, when such a target dies, the player will get +15 ward per Drain Life stack inflicted to this enemy.

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https://www.lastepochtools.com/skills/wandering_spirits/tree

https://www.lastepochtools.com/skills/drain_life/tree

1 Like

It would need a massive damage reduction or mana cost or something to make it even remotely balanced. It’s a nice idea, but…

2 Likes

The channeling happens with no mana cost.

Otherwise I agree it wouldn’t be possible :stuck_out_tongue:

I got inspired by Iron Rose from Diablo 3:

Attacking with Siphon Blood has a 100% chance to cast a free Blood Nova
https://diablo.fandom.com/wiki/Iron_Rose

I adapted this concept, so channeling happens while moving and channels 2 skills: Drain Life and Wandering Spirits.

Why ?

The number of revealed Wandering Spirits stay the same.

The only change is an interaction with the node “Locus Mortis” so player can choose to reveal Wandering Spirits nearby enemies (multiple reveal locations instead of just 1).

If scaling Drain Life is a problem, then it is possible to remove the proposed stacking effect, by allowing only 1 Drain Life per enemy. This way it doesn’t deal much damage using Drain Life.

If Channeling Drain Life without mana cost is a problem because of the node “Comdemnation”, then it is possible to fix a limit to the number of stacks (define a max Comdemnation stacks per enemy)

Because otherwise a single item would be allowing a player to autocast two spells completely for free while doing literally nothing except walk. Surely you can understand how that is wildly unbalanced when the damage of one is balanced around being limited by a mana cost and cooldown, and the other is limited around a mana cost and needing to stand still.

1 Like

Because for the cost of 1 item slot you get 2 free skills being cast around you constantly with no cost. This isn’t D3 whete that kind of thing (plus just chucking on a several tens of thousands of % more damage) is considered “balanced”.
I mean, I get the appeal, don’t get me wrong, I just don’t think it “works” in LE’s view on balance.

2 Likes

I don’t see much difference between channeling by “standing still” VS channeling by “walking”, in both cases you need to a button to channel.

The player pays a price by:

  • mobilizing 1 equipment slot
  • the need to maintain “A” to walk.

If this is not enough:

What if the player needed to channel walking ? (Force press A so left click walk is not an option)
What if the player needed to equip the skills ?
What if, instead of being free, the Mana cost was halved ?

While you channel walking, your equipped Wandering Spirits and Drain Life are channeled for half of the mana cost at the enemies.

Equipping an item and walking, things a player is going to do anyway, is not a real cost in any way.

This is also not a real cost.

Double the mana cost instead and you might scratch the surface of the kind of cost that would be appropriate for a single item being so effortlessly powerful.

3 Likes

Drain Life

Sounds acceptable for Drain Life, using the node “Blood Pact”:

Drain Life no longer costs mana.
Instead, you lose 10% of your current health per second while channelling.
Nodes that modify mana drain now modify this health drain instead.

Health will get back using the leech effect. :+1:

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Wandering Spirits

For Wandering Spirits, I wonder what would happen with a x2 Mana cost ? :open_mouth:

There are several Mana reduction costs nodes:

Name Max points Stats Desc
Infusing Souls 2 - Mana Gain Chance: 15%
- Mana Gained: 6 per point
You have a chance to gain mana whenever a Spirit expires.
Medium 4 - Cast Speed: +5% per point
- Mana Efficiency: +8% per point
Wandering Spirits has increased cast speed and costs less mana.
Song of the Lost Chantry 1 - Wandering Spirits is Channelled
- Reveal Rate: +120%
- Cooldown Duration: -90%
Wandering Spirits is now a channelled skill, has a much shorter cooldown, and creates Spirits much more frequently.
You can regenerate mana while channelling this skill.

But will it be enough to support the double cost ? :thinking:

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In addition, in the Wandering Spirits tree, I don’t like being forced to go through the poison subtree in order to get the mana reduction cost nodes.

That’s 3 points wasted and it feels bad : :pensive:

Exactly, that’s borderline free, the lich gets 1% leech for free & up to 14% for some passive points.

I don’t want to come across so down/hard on the idea, I do like it, but it wouldn’t be even slightly balanced without either a damage reduction or a cost or both.

2 Likes

Updated main post with your suggestions:

The Wanderer

Unique Wand
While you channel walking, your equipped Wandering Spirits and Drain Life are channeled at the enemies for the double mana cost.

1 Like

Rather than:

While you channel walking

another option could be:

While you are not attacking

It has pros (flexibility) and cons (less engaging)

Inspiration :
S41 - Necromancer - Soul Harvest - Whispering Souls

Personnaly I prefer that at least 1 action happens (channel walking).

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