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Does anyone know what the Witch Doctor's base mana regen is? Is it percentage based?
Heard the base number is 20mps, and appearently mana regeneration doesnt cease while you are casting. So spells that costs below base regen would be infinitely spammable, especially since costs doesnt increase per level.
A wd appears to start with 200 mana and gaining 30 per level, so at 60 you would sit at nearly 2000 mana baseline. That would increasingly require stronger mana recovery skills in order not to constantly waste time on downtime while recuperating, and placing much greater emphasis on abilities that scale with max mana such as gruesome feast, which returns 10% of max mana each time you are healed by a health globe and synergizing extremely well with blood ritual to ensure you never will be fully topped up and always can draw benefit from a health globe.
Spirit Walk runed with Honored Guest would be an extremely effective way of recuperating lots of mana fast, giving you 15% max mana per second Spirit walk is active, lasting for 2 seconds with 15s CD
I wonder how skills costs scale up with your leveling. Or, do they even?
Skil costs does -NOT- scale. Anything that costs below your mps regeneration level is infinite to spam.
Hey LucianDK - the WD's resource system has gone under quite a few iterations. Currently, skill costs DO SCALE. Although some scale more harshly than others.
For example, Corpse Spiders starts out at 2 mana and ends up being 4 mana at lvl 60. Not much of a difference. But something like Firebats starts out around 55 mana and ends up being 122 at lvl 60.
Base mana regen is 20/sec
Base mana is 150.
Mana per level is +10.
Hope that's useful
One other thing to keep in mind is the cast rate of spells. If your mana regen is 20/sec and you have a spammy spell that costs 15 mana to use, it is likely that it will NOT be infinitely spammable because you'll probably be doing roughly 1.5 casts per second.
Interesting, that is news to me. If mana costs do scale then it places even more importance on mana regen abilities and passives. Can you confirm if mana regen continues even when casting, or not?
Yeah it continues when casting - I don't think I've played a game where mana DOESN'T regen when casting :P.
The WD's mana costs started off with scaling, then went to non-scaling for just a couple patches, and now is back to scaling again. I think Blizzard experimented with a non-scaling system but found that it couldn't work.
I wrote an explanation of why mana costs need to scale here: http://diablo.incgamers.com/forums/s...t=#post8250501
TLDR; No-runes, No-passives Wizard at lvl 60 will still only be able to cast 3 Arcane Orbs before needing to recharge as she would at lvl 5. A No-runes No-passives lvl 60 WD (WITHOUT scaling mana costs) would be able to cast 8 Zombie Chargers before running out of mana, even though he'd only be able to cast 3 before needing to recharge at lvl 14 (a balanced amount so early in the game). The WD's potential for upfront damage when he unloads his whole mana pool would have just been too high.
wow for example have had many restrictions on mana regen while casting.
I think what you mean is not "wow for example", but just "wow" :P.
Do you think I would often have mana problems with this build? http://eu.battle.net/d3/en/calculato...dUT!Xbd!cYaYZa
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