Vitality Gem...

I agree, that Vitality should be buffed, although probably rather by reducing it's cost than percentage of regen.

Regarding passives, my lighting templar have 5,4% regen with this build: http://tinyurl.com/mayou2n and virtually did not sacrificed anything to get it, as he was going to best life nodes, so for melee builds high regen is not so hard to get.

But my casters have 1% from passives or nothing, so Vitality is better than nothing, but it cost sooo much tooo much for it's value.
Anticipation slowly dissipates...
Последняя редакция: tmaciak#3784. Время: 20 июл. 2013 г., 15:39:34
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wiggin написал:
There is no cap on life regen and you can't really take two elemental adaptations. Purity is good, but is it really a matter of 1 passive point for a character to reach 1.5 regen? For some, sure, but any character can turn on vitality since the base stats are so easy to come by. For example most CI/ZO chars will spend a lot more to reach 1.5 regen than 1 point. Really, by this logic you would make vitality 4% regen or something, but then we have to take in account resists on gear vs regen on gear. Ugh, ok I tried, but it is a big fail, this comparison sucks.


I think you missed his point. The poster compared the effects to Notable passives to measure the strength of the Auras. He didn't say whether you can or can't pick up these nodes. It's just a way to show how potent or weak the effects are respectively.

The fact that you can't get a Double Elemental Adaption though means that Purity is pretty damn useful. Vitality though, is comparable to the Regen Notables while it is at level 20 and it's still not that potent; especially with the 40% Mana/Life reserved cost.
Exactly, if all it takes is two well placed passive skill points to do the same thing this skill would do at level 20, something tells me it needs a bit of a buff. And I can agree that maybe not the life regen needs it, but the 40% reserve for what you get is too much, even to sacrifice at lower levels sometimes. Simply make it viable for practical use. This should be appealing to just summoners and what not.
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Vegnarus написал:
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wiggin написал:
snip


I think you missed his point. The poster compared the effects to Notable passives to measure the strength of the Auras. He didn't say whether you can or can't pick up these nodes. It's just a way to show how potent or weak the effects are respectively.

The fact that you can't get a Double Elemental Adaption though means that Purity is pretty damn useful. Vitality though, is comparable to the Regen Notables while it is at level 20 and it's still not that potent; especially with the 40% Mana/Life reserved cost.

No, I actually got that point and showed why such comparison doesn't really work as any measure. It sounds like good comparison at first, but then you think about the other variables in game involved and see it is actually flawed way to compare auras.

The 1.5 of vitality is always 1.5, but at certain point purity 'only' raises the cap. So no, it's not 0.95 vs 4 or whatever numbers did the failed logic give.
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Последняя редакция: wiggin#5896. Время: 20 июл. 2013 г., 18:17:26
I don't think I've ever once used vitality, purely because of the high cost. 20% would make more sense for such a small effect.
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Wooser69 написал:
I don't think I've ever once used vitality, purely because of the high cost. 20% would make more sense for such a small effect.


Even 20% very high and not woth it.
If not buffed - 2-5% fine for only 1.4-1.5 regren.

Need hardly buff for that gem and so minions not make immortals - make on minions x3-x4 less regren from aura. Thats it, players will have fine aura and minions will have same regen as before.

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