Energy sustain on Chaos builds and flat energy regen on off-hands

Not every build uses it. But every build uses Blood of Dreeg. Occultist needs this for a very long time…

It is good for leveling and has no place in final builds.

2 Likes

what…
literally the opposite?
chaos builds take eldritch fire for chaos RR
meanwhile not every chaos build includes occultist @_@ (therefor not every chaos build gets BoD)

But I am not thinking about chaos builds only… I just want a blanket energy buff for all Occultist builds.

3 Likes

You’re basically already getting one:

in addition to cost reductions to Grasping Vines and BWC which helps common Occultist builds. The energy pot cd is also reduced in order to make the pot more consistently useful and less spiky.

the cd is halved but so is the amount of energy restored.

3 Likes

This is a very slight nerf, imo, as you have to press the button more often to get the same effect. I think the motivation for it is that we are going to be able to customise potions in FoA and it’s probably simplest if they both start with the same cooldown?

You get the most value out of it by pressing it as often as possible, but any time you reach full energy in between its cooldown is wasted value. This way you have more moments when you can press it when you’d otherwise save it.

personally i don’t want to press it more
It’s a boon for early game/levelling/low level, but i find it annoying on endgame builds, because builds that need to use it, now needs to “spam” it twice as often (hence why rather wanting to have skills/energy fixed on the builds that struggles)

4 Likes

Personally I never want to use potions :stuck_out_tongue: they’re for emergencies imho.

2 Likes

You can use skills from other masteries. Energy reduction on Occultist skills doesn’t cut it.

bwc got lowered from 83 to 70 at hardcapped line, and it’s still too high for non sorcs’ energy regen, even with spark leech once in a while
50 energy regen as ex purifier, just doesnt’ quite cut it :sweat_smile:

Energy/energy sustain is one of these issues in gd that is implicitly affected by the set/non-set disparity @grey-maybe has discussed. When you equip a set for aar, for example, you expect to be able to play the game (hold down aar button) without needing very much extra. But if you are trying to play a non-set aar, suddenly it might be significantly harder to be able to play the game. You might need to invest more heavily into energy fixes. Since sets are getting additional stats via set bonuses, it can be quite a hurdle to overcome the energy needs of the non-set version while being competitive in terms of performance with the set version (ie. more gear-intensive).

The problem is equity and opportunity cost. When you have to invest in energy sustain in a build in order to play the game you often lose equity because of the opportunity cost of spending that investment on a more powerful thing.

Investing in energy is not rewarding or interesting in this game. It functions like a tax that hits some builds harder than others. Maybe in an ideal world, the skills which require significant energy investment would merit it; or we could concoct some sort of situation similar to poe1 where mana can be used to scale both damage and defenses (a very elegant and powerful solution to this problem). Most often though, in gd, energy investment enables mid skills to play the game, and nothing more.

I think that given the fact that sets largely get energy fixes for free (as they should), it is okay for energy to be extremely low (opportunity) cost such that non-set builds are not punished more by the energy tax. Until energy becomes more interesting or useful as a stat, energy problems should be relegated as something to be solved during leveling, which I see no issue with.

3 Likes