Description
If they take Conviction from the demon and fire Warlocks have to use Infinity on the merc, sustain goes down the drain and we will have to either use mana pots or change the build and Sacrifice damage for sustain.
Not having to worry about mana makes them very nice to play right now.
There are few builds that can sustain their own mana - mainly the ones where cast speed is less important.
Many Java players have Phoenix on the main slot for sustain, even though they lose damage. You can give your merc Insight to solve this, but also lose 30% of damage or so for elemental builds.
In PvP mana pots are put in front of town, because players run out of mana after some time.
The game makes you choose between damage, fluid gameplay and constantly drinking mana pots, which is not great game design.
Blizzard clearly tried to put mechanics into the game to solve this problem, but they only make it slightly better instead of solving it.
How can this be solved?
1. Increase mana regeneration across the board. Fixes the problem for everyone passively.
2. Stop increasing mana costs past skill level 20 or make the curve flatter. Fixes the problem for everyone passively.
3. Change Energy: It directly increases mana regeneration or gives more mana (which does the same), and increases spell damage (like STR and DEX), to give casters a reason to put points into it. Fixes the problem actively, but not for melee.
4. Like 3, but also decrease melee skill costs so they don't need points in energy for sustain. Passive fix for melee, active fix for casters.
5. Make out of combat regeneration faster. The worst solution, because it interrupts gameplay, but it's a possibility.
6. Flask slots like in PoE? They're mainly used for health in PoE though, not for mana. At least you don't have to refill your Belt, but this would require many changes to item and drops.
Thoughts?
Can be used to make Runewords:
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