Long read ahead so I organized it as much as I could. Feedback appreciated.
Problem
Problem: Energy attribute is the Black Sheep or the irrelevant attribute within Diablo 2. Seriously, no build, regardless of class, emphasizes putting points into Energy since there is no requirement or benefit in doing so. I mean yeah there is Energy Shield for the Sorceress but not everyone readily dumps everything they can spare into Energy since you’ll run afoul of the dreaded Blood Mana curse. So, the question then becomes, how do we make it relevant? Well, my solution is rather ambitious, and potentially radical. If you’re interested, feel free to keep reading.
Solution
Solution: Class Skills now come with an Energy Stat requirement. This requirement is based on two variables. 1) Tier of Skill(aka level 1, level 6, level 12, etc.) and 2) What level it happens to be.
The first component is the Tier of Skill. Every class has 30 Skills to allocate Skill points into. These Skills are broken down into three trees of 10 Skills that are differentiated by when they unlock. Some skills are available right away(level 1) while others are locked until you reach level 6, level 12, 18 and so on. Each respective threshold is effectively a Skill Tier so it’d be the following:
Tier 1 = Level 1
Tier 2 = Level 6
Tier 3 = Level 12
Tier 4 = Level 18
Tier 5 = Level 24
Tier 6 = Level 30
These Tiers all have a base Energy cost that are broken down as follows:
Tier 1 = 1 Energy
Tier 2 = 1.5 Energy rounded down
Tier 3 = 2 Energy
Tier 4 = 2.5 Energy rounded down
Tier 5 = 3 Energy
Tier 6 = 4 Energy
Now to determine a skill’s overall Energy stat requirement, the second variable comes into play: it’s current Skill level. If you invest 20 hard points into Fire Bolt, its current Skill level would of course be level 20. Since it’s a Tier 1 Skill, its Energy Stat requirement would be 1 * 20 = 20.
Now let’s say you dump 20 hard points into Meteor. Well Meteor is a Tier 5 Skill so 3 * 20 = 60 Energy requirement. Meaning if you don’t allocate points into Energy, Meteor will be completely unavailable to you, (aka Red like Equipment) and that’s no matter how much Mana you have on you. Should you have gear that grants +15 to Sorceress Skills, Meteor suddenly becomes level 35. Well 35 x 3 = 105 Energy Stat requirement. For a Sorceress that starts with 35 Energy, you never thought you’d actually have to put points into Energy to actually use your abilities now did you?
What about the Sorceress’ Mastery skills? Well, those are all Tier 6 skills and come with a hefty 4 Energy base requirement. Since most end-game Equipment layouts yield on average +18 to Sorceress Skills(excluding Skill GC’s), that would put the Energy Stat requirement on a maxed Fire/Cold/Lightning Mastery at 38 * 4 = 152 Energy. If you don’t have 152 into Energy, the Skill’s buff will not be applied.
Energy on Equipment?!
If you’re thinking wow, that’s a pretty nifty idea to make Energy relevant but that’s it to this madness right? Wrong. This Energy stat requirement applies to Equipment as well since quite a few items in Diablo 2 roll with the following characteristics or attributes:
CtC procs
X Aura when equipped
OSkills
Skill Charges
Rainbow Facets
CtC Procs
The first item is CtC or Chance to Cast procs. So many Uniques and especially RUNEWORDS in Diablo 2 have this attribute. Since Class Skills now have an Energy requirement, anything that has this attribute will now come with an Energy Requirement. For example, take Breath of the Dying:
50% Chance To Cast Level 20 Poison Nova When You Kill An Enemy
Indestructible
+60% Increased Attack Speed
+350-400% Enhanced Damage (varies)
+200% Damage To Undead
-25% Target Defense
+50 To Attack Rating
+50 To Attack Rating Against Undead
7% Mana Stolen Per Hit
12-15% Life Stolen Per Hit (varies)
Prevent Monster Heal
+30 To All Attributes
+1 To Light Radius
Requirements -20%
You’ll noticed I bolded the CtC proc of Poison Nova. Poison Nova is a level 30 or Tier 6 Skill. Meaning BotD would come with a 20 * 4 = 80 Energy Stat requirement. However, I also bolded the -20% Requirements that comes from the Hel rune. This attribute applies not just to Strength and Dexterity but also Energy. Meaning that 80 Energy requirement would then drop to 64.
X aura when equipped
Another example is Hands of Justice:
100% Chance To Cast Level 36 Blaze When You Level-Up
100% Chance To Cast Level 48 Meteor When You Die
Level 16 Holy Fire Aura When Equipped
+33% Increased Attack Speed
+280-330% Enhanced Damage (varies)
Ignore Target’s Defense
7% Life Stolen Per Hit
-20% To Enemy Fire Resistance
20% Deadly Strike
Hit Blinds Target
Freezes Target +3
Hands of Justice(HoJ) is an ideal example because it incorporates not just CtC procs but also the next item on my list in X aura when equipped. HoJ grants a level 16 Holy Fire aura. Since HF is a Tier 2 Skill, it only necessitates 24 points of Energy to be active, which isn’t much. Yet the major reason I highlighted HoJ is because of its CtC procs. Level 36 Blaze and Level 48 Meteor. Level 36 Blaze would require 36 * 2 = 72 Energy but that Level 48 Meteor requires a whopping 48 * 3 = 144 Energy.
Meaning if you wanted to use Hands of Justice on a Paladin, you’d need at least 144 Energy to equip it and is well above the level 25 Conviction aura Energy requirement of 100.
OSkills
The next Energy item attribute is OSkills. Now OSkills appear on a variety of Uniques and Runewords. The one I will highlight here is Dragonscale or the Unique Paladin Shield(Zakurum base). Dragonscale rolls with +10 to Hydra. Since Hydra is a Tier 6 Skill, it’d require 10 * 4 = 40 Energy to equip. YET, it may require more Energy to use since OSkills are affected by +All Skills. If your Hydra OSkill is level 20, then to use the Skill would require that your Energy be at 80, otherwise it’s Red/unavailable.
Another example is the runeword Chaos:
9% Chance To Cast Level 11 Frozen Orb On Striking
11% Chance To Cast Level 9 Charged Bolt On Striking
+35% Increased Attack Speed
+290-340% Enhanced Damage (varies)
Adds 216-471 Magic Damage
25% Chance of Open Wounds
+1 To Whirlwind
+10 To Strength
+15 Life After Each Demon Kill
You’ll notice that Chaos has two CtC procs that require 44 and 9 Energy respectively. Since Whirlwind is only a +1, the Claw will only require 44 Energy to equip. Whirlwind itself may require more Energy to use but for the purpose of equipping, 44 Energy is the requirement.
Skill Charges
The next area of Energy consternation is Skill Charges. I have two items I wish to highlight for this one. The first one being Naj’s Puzzler or the Staff from Naj Set:
+150% Enhanced Damage
+50% Damage To Undead
Adds 6-45 Lightning Damage
+30% Faster Cast Rate
+1 To All Skills
+70 To Mana
+35 To Energy
Level 11 Teleport (69 Charges)
You’ll notice the Staff comes loaded with Teleport charges. Considering how invaluable it is having Teleport with respect to character mobility, this Staff is valuable to have on switch for Non-Sorceress classes. As you already know, Teleport is a Tier 4 spell and is Level 11. So 11 * 2.5 = 27.5 which is cut to 27. Seeing as the Staff comes with +35 to Energy, I don’t think Energy will be that big of a deal here.
The other item I wanted to highlight is something that will definitely cause uneasiness and may cause a seismic Earthquake in Diablo 2 Meta: Hellfire Torch Large Charm Yes… the Hellfire Torch that people farm Uber Tristram over and over for is a must have item for any end-game build save for Smiters who need it vacant to grab the Torch. Why is the Hellfire Torch an Energy Requirement candidate? Well look at its attributes:
5% Chance To Cast level 10 Firestorm On Striking
+3 to Random Character Class Skills (varies)
+10-20 To All Attributes (varies)
All Resistances +10-20 (varies)
+8 To Light Radius
Level 30 Hydra (10 charges)
The first attribute I bolded is the special Firestorm proc. This Firestorm is not a class skill but rather the attack Diablo does and therefore I cannot reasonably give it an Energy requirement. Yet Diablo’s Firestorm isn’t the catalyst that will make Hell freeze over but that each Hellfire Torch comes with Level 30 Hydra charges. Hydra is a Tier 6 skill and at level 30 means that it’d require 30 * 4 = 120 Energy.
Now ask yourselves calmly and collectively the following: “Would you be ok to allocate Stat points into Energy if it meant you can use a Hellfire Torch?” I for one say HELL FREAKING YES since you gain +3 to Class Skills, +10-20 Attributes and +10-20 All Resistances. Who in their right mind wouldn’t?
Energy Stat Requirements on Builds
Seriously look at each class and potential builds and what their Energy Stat requirements would be:
Amazon:
Physical Bowzon: ~90 unless they invest heavily into Valkyrie
Frostmaiden: ~120
Firemaiden: ~90 unless they invest heavily into Valkyrie
Javazon: ~120
Necromancer:
Poison: ~120+
Bone: 140+
Summoner: ~80 unless they invest heavily into Revive/Fire Golem
Druid:
Wind: 140+
Fire Elemental: 120+
Zookeeper: 140+
Fury Werewolf: 120+
Werebear: ~90 but who plays Werebear now…
Assassin:
Trapper: 140+
Phoenix Strike: ~120
Bladesin: ~120
Anything with Venom: ~120
Paladin:
Smiter: ~100
Zealer: ~120
Fohdin: ~120+
Hammerdin: ~100
Avenger: 100
Barbarian:
WW: ~120
Zerker: ~120
Frenzy: ~90
Concentrate/Leap Attack: ~75
Singer: 160+
Sorceress:
Fire: 140+
Cold: 140+
Lightning: 140+
So given that a vast majority of builds necessitate having Energy Stats at or above what a Hellfire Torch would require means that it’s not unfeasible to require a Unique Charm come with a special opportunity cost.
Rainbow Facets
Finally, there are Rainbow Facets. Rainbow facets yield +5% Damage/-5% Enemy Resistance to a respective element. Each Rainbow facet comes with CtC procs and hence when socketed add an Energy Requirement. This requirement applies if the item lacks an Energy requirement to begin with. If it has one, then which Energy Requirement is higher would apply. Energy Requirement for each respective Jewel is as follows:
Fire:
100% Chance To Cast Level 29 Blaze When You Level-Up = 58
100% Chance To Cast Level 31 Meteor When You Die = 93
Cold:
100% Chance To Cast Level 43 Frost Nova When You Level-Up = 64
100% Chance To Cast Level 37 Blizzard When You Die = 111
Lightning:
100% Chance To Cast Level 41 Nova When You Level-Up = 82
100% Chance To Cast Level 47 Chain Lightning When You Die = 117
Poison:
100% Chance To Cast Level 23 Venom When You Level-Up = 69
100% Chance To Cast Level 51 Poison Nova When You Die = 204
Most of those Facet effects are generally below the Energy Stat requirements of most builds. The lone outlier is the Poison Die Facet since it has a massive 204 Energy requirement.
I must also give some credit to JMan for inspiring me to do this: JMan’s list but I think I went well beyond what he had in mind I think.