Warpath 'gain mana' node restricted to 2H is alienating Dual wield/Shield players

The mana reg node for all weapon types would be fun because it would breake the game balance in so many ways it would be hilarious.

Outside of this I don’t see a reaons why this node shouldn’t stay 2 handed focused. Sure they could add 2 mod skillslots behind for DW and S/B but meh.

It’s like earthscorcher that ruines your whole bleed synergy with Warpath and offers fire addons and shafting bleed focused builds. if they make everything optional they lose build diversity and the game went down that drain far enough. BTW Poison Pala when?

I’m fine with some skills or skillnodes centered arround specific needs to be used.

Maybe you should read the initial post once more, since you’re taking this out of it’s context.
Same goes for BroncoCollider.
He is very specifically not asking for 100% uptime on it, he is also using other skills(meaning it’s not a single button build either). And if we take it back to that context, then even with a warpath channel cost of 0, your mana will still not regenerate. And therefore if you’re also using other skills, your mana will deplete. Stop trying to make arguments by taking it out of the context that was given.

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This. So much this.

I don’t even bother replying to bronco because he doesn’t even seem to make good arguements. I don’t know what the definition of a ‘one-button’ build is, but that is irrelevant to the discussion.

The point is I am using my mana on other abilities while warpathing, like lunge, or abyssal echoes, or whatever.

My mana does not regenerate while I am warpathing and dual wield. Which means I eventually cannot use my other abilities during an echo because I have no mana left. So i have to run around in circles not performing warpath waiting for some mana to use my abilities.

A singular point in the mana node would mean I would get 7 mana per 3 seconds and be able to use my other abilities. This only works for 2h, therefore I am forced to switch to 2h to get this quality of life. Dual wield and shield has no mana regen so has to run around in circles doing nothing waiting for mana.

Players will not do this. They will simply do what I have done; change to a 2h, or not play warpath. Its quite simple.

Not true. When I spec warpath for void, I always use a 2h because Void has better 2h options regardless of the mana generation node.

When I am speccing for fire/ignite, I always go DW or S/B as all other skills I use I can get to 0 mana cost so don’t need the mana regeneration.

Players like to play optimally usually. If you are one that also does, why are you trying to play a Void specced Warpath with DW?

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What does ‘playing optimally’ have to do with the fact that dual wield warpath and 1h/shield warpath has no quality of life and cannot use other abilities among warpath because it has no way to recoup mana?

Tell you what, you get rank 1 on the ladder and then you can talk to me about playing optimally.

Shadow cleaver axe exists specifically for void 1h+shield/DW, only decent void melee skill is Warpath sooo why not DW Void Warpath?

Think about the options you’ll get if the mana reg node is available to all weapon types. You open up a nightmare scenario to balance and WW will be in EVERY Sentinel build. So playing optimaly would require you to use WW with the unlocked manareg node ^^.

Or, they can just remove the no mana regen while channeling restriction, or reduce it to 1/2 regen speed while channeling. It’s a pretty silly restriction, imho.

Because he ‘knows’ every single archeotype in the game, and only maw 2H is the most ‘optimal’ warpath setup. Nevermind the fact that a dual wield setup using an eye of reen w/ LP would net more than 300% crit multi simply off the reen procs from echo’ing warpaths. He referenced ‘playing optimally’ along with the implied fact that he knows every possible dual wield/1h+shield warpath archeotype in the game and none of them need any mana to use their abilities with warpath.

Whoa, dual wield and 1h+shield get to use their abilities sometimes because they have some mana? That would be WAY too overpowered. God forbid someone wants to lunge a bunch of times or press sigils or anomaly regularly in monoliths. Those builds would become nightmare overpowered.

Except if the node is so desirable, there should be an alternative on the other end of the tree which is just as desirable, and its out of reach to get both.

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Would make Warpath far to strong. Having a good dmaging skill that regens mana would be something I realy would LOVE to see because I didn’t have a good laugh for a long time.

I play builds without said node and have 0 issues because I do something called “Mana Managemant”. Whoa! (LoL)

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What mana management is that? Stopping using warpath and running around in circles waiting for mana to come back?

I’m sure that works fine in low corruption or low arena waves, where mobs die as soon as you touch them and don’t last long enough for an extended encounter where you use your abilities efficiently. Maybe try going to high waves or high corruption sometime (if you can) where you have extended fights and don’t blow away everything as soon as you touch it.

I’m not sure why that is. I have multiple warpath builds, and have never been concerned about mana on any of them. I either take the 0 cost node (and augment the resists – easy enough) or just alter how I play the skill to account for it. I don’t see how having some mana regen while channeling it would suddenly make it over-powered. Besides, other then the Smite version, warpath is hardly a broken skill in the first place. If anything, it is mildly under-tuned, requiring some pretty rare gear to reach decent levels of performance.

If suddenly having mana regen would break the skill, then why isn’t it already broken by 2h builds spending 1 skill point to obtain? #EnquiringMindsWantToKnow

That’s “Mana Missmanagment”. There is a reason why Mana is an important ressource in the game and trying to avoid the restrictive nature of Mana by throwing out an idea that makes sence at first glance isn’t a good thing.

let’s go back in time when classes had themes and weren’t in the “Mary Sue” state they are now. I remember the days when Void Knight was themed as a 2 handed weapon wielding class and therefore the node was there behind all the other 2 handed weapon nodes.

This changed a tad bit over time but if you look at the numbers the whole reason you have this 2 handed node up there is to couteract the proccs from void themed warpath.

Is it good design? Hell no! The mana reg node should be removed and not made the goto node for every sentinel build.

Start with regging Mana with a Mana spending skill isn’t good design to begin with. Having Mana to use other skills on the fly like sigils without having to look at your mana even when you are donkey of a player would be bad design. Using Warpath to regain mana fast to throw out more judgements comes to mind instantly for example this would line up pretty neadly dispens all mana and still be able to start spinning and regging it back. You get what I want to say?
On top of it it’ll be not only for 2handed skills but for everyone ^^.

Cool. Let me know how running around in circles doing nothing at 900 waves endless arena waiting for your mana to regenerate works out for you.

I always run in circles with 99.5% Warpath uptime to make the echos overlap. So it’s pretty cool yeah and works out well. I think it works out well for other people too because this is the first time the whole ting comes up and it looks like not many people have an issue with it.

Still I get it why it’s not fun to work with all weapons but then again I realy dislike it to have one node in the whole skilltree that is there to offset void proccs from the skill or make it an almost useless regging tool for other builds that are played with a twohanded weapon.

Warpath has some design issues from my point of view.

Once again, I’ll ask what would suddenly be game-breaking? You just stated it was put in place to counteract proc costs for void skills in the 2h version. Why would having the same thing suddenly break the game for DW/SwordandBoard builds? There’s no logical defense of the restriction, either way. No regening any mana while channeling doesn’t make sense, since many skills can do tons more damage, instantly. And then continue to regen their mana and cast other skills/spells at will.

Hell, spinning hammers is basically a better version of warpath, and has none of the restrictions.

It kind of goes back to the OP in that the design of the skill itself discourages use for anything other than 2h weapons. While it doesn’t make their use impossible, it sure makes them the less optimal choice, by a long shot.

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Yeah, you just don’t get it. I’m not going to bother

What are you speccing if you want Eye of Reen? Do you take the triggered cast of Smite? Yes? Cool. Spec smite and gain lots of mana by manually casting it a couple times.

Devs DO NOT want people to be able to forget about mana. Why even have it in a game if it is just ignored due to being practically infinite?

If you are running around in circles waiting on mana to regen, you are the one that is doing something wrong, not the game.

Work within the rules, don’t try to blame the rules of the game, and ask for them to be changed, for your poor play.

Hyperbole much? I never said 2H is the most optimal warpath setup, I said it is the most optimal VOID Warpath setup.

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To note, rebuke works pretty well as a mana generative skill. I use it on my void cleave erasing strike character that only spends chunks of mana at a time so VR doesn’t help.

When was that? The “void themed procs” didn’t come until they reworked Warpath which wasn’t that long ago (well, it was, but back then VK wasn’t IMO a 2h themed mastery, it’s always had as many, if not more spells than melee).

You don’t even need to spec Smite, just Time and Faith.

I thought that was one of the main uses for VR unless you’re using too much mana too frequently and VR is on cooldown. Dump mana on expensive skills → VR → back to full/lots of mana.