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6 comments   28006 views
2

Description

Creates a magical shield that consumes mana instead of health when you take damage.

Typically the Sorceress has a lot more Mana than Hit Points. Energy Shield can allow the Sorceress to redirect some of the damage she takes from hit points to mana giving her a better chance to survive battles. This can be especially helpful on Nightmare and Hell Difficulty. The amount of damage absorbed will depend on how many skill points you have in Energy Shield. The only concern when using Energy Shield is that it will eat up mana which is necessary for the Sorceress to cast her spells. If it becomes an issue, wait until you have enough Mana or fast Mana Regeneration to support Energy Shield.

Each point in Telekinesis makes Energy Shield's damage absorption more effective. By default, for each point of damage absorbed by Energy Shield, 2 mana points are deducted - a 200% ratio. Each hard skill point in Telekinesis makes Energy Shield 6.25% more effective. For example, with 8 points in Telekinesis, 1.5 mana points are deducted for each point of damage absorbed - a 150% ratio. With 16 points in Telekinesis, one point of damage absorbed equals one point of mana loss - a 100% ratio. The most efficient obtainable ratio is 0.75, with 20 hard points in TK.
Description by Trang Oul
5

Lore

Sheathing herself in pure energy, the Sorceress walks fearlessly into the fray.

So long as she can maintain her concentration over this magical buffer, she diverts harmful magical energies and absorbs physical harm into her store of Mana.
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Can be used to make Runewords:

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User avatar

Teebling Admin

RotW Warlock Europe PC
Creates a magical shield that consumes mana instead of health when you take damage.

Typically the Sorceress has a lot more Mana than Hit Points. Energy Shield can allow the Sorceress to redirect some of the damage she takes from hit points to mana giving her a better chance to survive battles. This can be especially helpful on Nightmare and Hell Difficulty. The amount of damage absorbed will depend on how many skill points you have in Energy Shield. The only concern when using Energy Shield is that it will eat up mana which is necessary for the Sorceress to cast her spells. If it becomes an issue, wait until you have enough Mana or fast Mana Regeneration to support Energy Shield.

Each point in Telekinesis makes Energy Shield's damage absorption more effective. By default, for each point of damage absorbed by Energy Shield, 2 mana points are deducted - a 200% ratio. Each hard skill point in Telekinesis makes Energy Shield 6.25% more effective. For example, with 8 points in Telekinesis, 1.5 mana points are deducted for each point of damage absorbed - a 150% ratio. With 16 points in Telekinesis, one point of damage absorbed equals one point of mana loss - a 100% ratio. The most efficient obtainable ratio is 0.75, with 20 hard points in TK.
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 Deleted User 632

 Guest
Energy shield Hardcore Rules
  • Don't pump energy, all max block & vitality like usual for hardcore.
  • Use Memory staff if you can to save points for Energy Shield - you shouldn't need any hard points. you are just using it as an extra reserve.
  • For ultra safety, put hard points into Teleport until you can tele at will with 0 mana cost with Insight - this way mana burn does nothing to your blind tele.
  • No Spirit on hardcore. get a Stormshield - you are just asking for death if you have no max block and are doing hell with 800 Hit Points.
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User avatar

BillyMaysed Moderator

Sorceress Americas PC
7

 Deleted User 632

 Guest
The Immortal Sorceress




Mana Loss from Energy Shield (50 damage hit)
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Energy Shield diverts its fraction of damage to the mana globe before [Magic] Damage Reduced by X, which is in turn applied before resistances. In practice, this means a sufficiently powerful Energy Shield and a modestly large quantity of flat DRB and MDRB would ensure only poison damage, Open Wounds, and Crushing Blow are able to reach the health globe. This approach has the added benefit of mostly trivializing resistances other than poison, a noteworthy benefit in the era of Sunder Charms.

Energy Shield interacts strangely with Bone Armor (as from Bone) and Cyclone Armor (as from Infinity). When Energy Shield is cast before either of those skills, Energy Shield will not redirect any damage of the applicable types to the mana globe until the Armor's virtual health pool is depleted. However, if Energy Shield is cast after either of those Armor skills, Energy Shield will behave as normal, and the remaining (and significantly reduced) damage will be applied to the Armor's remaining virtual health pool, if applicable to the incoming damage. Source: forums/cyclone-armour-on-infinity-worth ... 41383.html
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It is a good habit to cast Energy Shield right after the start of every game. You might forget it, enter waypoint and die during loading screen by random monsters near wp.
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The patch 2.6 D2R combo of Cure + Insight runewords on a Prayer Act 2 Mercenary offers immense quality of life and survivability to less geared, max Energy + Energy Shield focused builds. Obviously Insight by itself is great in this scenario; but, with these runewords, Prayer will heal in the vicinity of 40 HP per tic. This is massive for a max Energy Shield Sorc only taking 5-25% incoming damage (depending on gear/levels) to a 300-600 HP pool. In many cases, the incoming trickle of HP damage is recovered immediately, or within seconds of repositioning.
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