Hello,
Devastation talent in sorc tree adds 3/6/9 to maximum mana. These numbers appears to me so insignificant (invest 1 point to gain 3 mana?) that I think I’m missing something.
Please, could someone help me tu understand this talent?
Thanks
Hello,
Devastation talent in sorc tree adds 3/6/9 to maximum mana. These numbers appears to me so insignificant (invest 1 point to gain 3 mana?) that I think I’m missing something.
Please, could someone help me tu understand this talent?
Thanks
My guess is they had something else there and couldn’t balance it so they put this in as a place filler, or someone just hated sorcerer and gave a trash passive you need to take for the better passive locked behind it.
But if you do take them and some other mana nodes maybe you can sorta get more mana regen? Assuming mana regen is based on your total mana pool, 9 increased mana might be equivalent to 9% more mana regen?
I don’t know, maybe. I was thinking to same thing but I don’t know the eventual % of increased mana regen speed if the assumption you made is ok.
But we are talking to spend 3 precious points for 9 mana (+ eventual regen)? Otherwise it will be forever spending (wasting) one point into a trash talent only to go further on the tree.
These should not be things in the plan of D4 developers I think, so I suppose (and hope) that still something is missing with this.
Total mana doesn’t affect regen. The talent is garbage except to get to the next passive, which is quite strong.
I think it should give more mana and more mana regen, or possibly double the mana bonus per point. Even then I don’t think it would be used outside of leveling. Talent points are too precious to waste on something solved with a proper end game setup. I think the idea is that it gets you cap above 100 mana for synergies with certain aspects and other things where you want to be at high mana, but the amount of mana you get is measly.
Yeah there’s a few things you can do that you would need to micromanage the mana breakpoints.
To me those aspects are a noob trap, because you want to have consistent predictable effects.
At super high level content you only should be paying attention to cool downs, your mana should regen enough, and your costs should be under control.
So that mana/cost is never an issue, but you should never worry about the amount.
Other classes may benefit from this more than sorcs, who only have a few pieces of gear that would even be a factor, and there’s so many better options.
Most people will need way more survivability gear, chasing all those +X% aspects with weird requirements is missing the forest for the trees.
Your ability to stay alive is more important than trying to do an extra +X% conditional damage.
One extra skill cast of your main damage skill when you otherwise would have been dead is already more damage than you could gain chasing another random +X%.
This damage chase plays out in every similar ARPG/MMO. Dead players don’t clear content.
Yes, you need damage and need to chase thresholds to clear, but that is where the other factors come into play; main stat, crit, vuln , etc.
Its pretty easy to explain.
Sorc has certain skills and aspects that profit from having max or more mana. or other treshholds.
For example i use fireball that costs 30 mana to cast, and i have 100 mana
now i have 70 mana. the next spell i cast doesnt have the bonus for having full mana anymore.
But if i manage to make my spell that cost 30 mana break even with my manareg, i need those + mana to always stay above those treshhold. In this caste you would aim for +30 or more mana since fireball cost 30 mana.
130 mana
-30 mana spell (100 mana now)
-manareturn/reg kicks in gives 30 back(im back to 130
so i always stay above 100
Now i have boosted my dmg tremendously.
please dont write garbage when you really dont have a clue, its not garbage for every build, some builds profit from it, like i explained above. One of the strongest builds for sorc the ice shards one using max mana increases. If the core spell was more expensive they would take probably more points into max mana. Since there is only so much you can get with items or glyphs.
Or another spell Ball Lightning is extremely manahungry, and if you want to make the treshhold here, it takes a heavy investment into manareg/maxmana/returns
The max the skill provides is 9 for 3 points. If the reason to get this skill is mana only, this confirms the skill is trash. I opened the post because I thought it was not credible tha they made a so garbage talents, but … Ok . Let’s put points elsewhere.
no its not garbage. a build that uses no core skills and no builders can utilize it for those treshholds, and sometimes this is pretty valauable. for example freeing a ring passive with + mana, so you could put in something much better. There are many cases where such can become good.
I think 2 talent points could almost always be used better than +6 mana. More points in Teleport or Frost nova would be better 99.999999% of the time.