Zealot's Oath + Chaos Inoculation

For the open beta, I wanted to test if CI was still a viable option. At nearly 3500 es with my current build, I think it still is.

After reading up on Zealot's Oath, I thought it would create very good synergy with Chaos Inoculation. Knowing that only life regen applies to energy shield regen. Without spending skill points to spec into increased life and life regen nodes, I looked at which skills would grant life regeneration. Seeing that vitality reserves 40%, and I'm already running a 40% aura with a few other auras, I can't use it. That leaves rejuvenation totem. At its current level (mine is level 16), it doesn't even grant 100 life per second. Even if I were to use Vitality on a spell totem, the 2.0% per second that it grants isn't as much as rejuvenation totem until you have a very high energy shield pool.

Coupled with how low the life regeneration rolls are on gear, Zealot's Oath seems quite useless for pure es builds, which is what it seems to be targeting (I could be wrong on that one).

Is Zealot's Oath a useless passive or am I just mistaken at how to spec into it?
HowCouldThisHappenToMee (Hardcore Talisman)
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does regen hp(to ES) from zealot's oath apply instantly, or it take standart couldown after taking damage like ES?
Regen is regen; it is always active.

As for the question stated by Bassdoken: I consider it quite underwhelming. Expensive, with fairly little payoff.
Zuletzt bearbeitet von Vipermagi#0984 um 29.01.2013, 14:11:13
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Vipermagi schrieb:
Regen is regen; it is always active.

As for the question stated by Bassdoken: I consider it quite underwhelming. Expensive, with fairly little payoff.


Indeed. However, my question was if it is a useless passive or if I am mistaken at the target build. If it is for hybrid builds, it seems to do fine if you have a ton of life regen nodes (life regen on gear is so minuscule I don't even bother to count it), then it seems to be fairly expensive to pick up and means that chaos damage will be much more effective. If it is for pure es builds (like mine), then it is severely underwhelming and needs some kind of buff.
HowCouldThisHappenToMee (Hardcore Talisman)
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bassdoken schrieb:
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Vipermagi schrieb:
Regen is regen; it is always active.

As for the question stated by Bassdoken: I consider it quite underwhelming. Expensive, with fairly little payoff.


Indeed. However, my question was if it is a useless passive or if I am mistaken at the target build. If it is for hybrid builds, it seems to do fine if you have a ton of life regen nodes (life regen on gear is so minuscule I don't even bother to count it), then it seems to be fairly expensive to pick up and means that chaos damage will be much more effective. If it is for pure es builds (like mine), then it is severely underwhelming and needs some kind of buff.


Agreed. For a CI build, there really aren't any regeneration nodes that you can take, so it's hard to see the point of it.
If you're a hybrid build, odds are your Life pool is larger than your ES pool. It would be detrimental to grab ZO, since your Life Regen would be higher than ES regen. For CI, it's too expensive to make it worthwhile.
(my previous comment was one enormous euphemism, which I might not have made obvious)
Id have to agree, to took it with my CI cold crit templar and I'm not very impressed. There are a few things you can do to make it work but they have some pretty bad draw back and usually its better to dip out of combat for a few seconds and fully recharge than tank the damage.

If you are using a caster and not focusing on str then you have access to 2.2% in nodes (I might be forgetting some). There is 1% in the templar area, but you need to waste one point on 8% max health. And there is 1.2% in the center which takes several points to get to but you can pick up some 18% res while you are there.

So with my character with auras I have about 2.5K es and only picked up the 1% node so far. With my armor I get somewhere near 30-40 ES per second, which isn't nearly enough to sit in combat. IF you used vitality you would only get another 1.5% when its on a high level (although the str requirement might really be a limiting factor). The other option is the regen totem, which I use if I'm taking to much damage randomly to heal my shield fully or if I'm in a group to support my teammates, but then you lose dps(if you use a totem).

With all bonuses taken and my current ES I could probably get up to 200 constant es regen (thats with totem, 100 without) But whats the cost? Well its steep, somewhere around 9 points depending on your tree, 40% mana reserve, and loss of 1 totem.

Or instead of all of that you could pop a quicksilver flask and just leave combat for a few seconds to recharge.
IGN: DrKrills
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DrKrills schrieb:
Id have to agree, to took it with my CI cold crit templar and I'm not very impressed. There are a few things you can do to make it work but they have some pretty bad draw back and usually its better to dip out of combat for a few seconds and fully recharge than tank the damage.

If you are using a caster and not focusing on str then you have access to 2.2% in nodes (I might be forgetting some). There is 1% in the templar area, but you need to waste one point on 8% max health. And there is 1.2% in the center which takes several points to get to but you can pick up some 18% res while you are there.

So with my character with auras I have about 2.5K es and only picked up the 1% node so far. With my armor I get somewhere near 30-40 ES per second, which isn't nearly enough to sit in combat. IF you used vitality you would only get another 1.5% when its on a high level (although the str requirement might really be a limiting factor). The other option is the regen totem, which I use if I'm taking to much damage randomly to heal my shield fully or if I'm in a group to support my teammates, but then you lose dps(if you use a totem).

With all bonuses taken and my current ES I could probably get up to 200 constant es regen (thats with totem, 100 without) But whats the cost? Well its steep, somewhere around 9 points depending on your tree, 40% mana reserve, and loss of 1 totem.

Or instead of all of that you could pop a quicksilver flask and just leave combat for a few seconds to recharge.


My experience exactly. The only real benefit I have found is that my rejuv totem is a good counter for physical reflect mobs, as I do barely any physical damage that the measly 90 per second can keep me mostly topped off.

I really like the idea of ZO, but it's just so underwhelming that I kind of want to spec out of it to get more offense or defense. How would they buff it without it being overpowered? As for the placement, if it is targeting pure es builds, it is far too far away from CI to be that useful. I'm not quite sure exactly where it should be, but it should definitely be closer to CI. As for the actual bonus it grants, I think it should also grant something like 100% more life regen. That would make it more viable for pure es builds, or more life regen nodes can be added near all the es nodes.

I'm not quite sure it's worth it even for hybrid builds because it makes chaos damage an issue only solvable by life flasks. Even with a huge boost to your life regen, you would still be vulnerable to chaos damage (even more so than other builds).

Ugh. This passive has so much potential but it seems quite hard to balance. Because of that, it is currently a waste of a passive. :/
HowCouldThisHappenToMee (Hardcore Talisman)
Honestly, it's a bit disappointing that the % health regeneration nodes I took apply to my max ES as opposed to my max health. I thought the point of the node was that it would apply my health regeneration to my shield, enabling a super-tanky build where I used to my health regeneration to constantly refresh my ES as a buffer, and use health potions when my actual health bar become lower. To me, this makes sense from an intuitive and logical perspective (to use this node to the maximum effect, you need to max both health and ES, limiting your offensive options, but considering this is a tanking node....). Instead the mechanics work out that apparently if I want to enhance my ES regeneration, I need to pick up a lot of +%life nodes anyway, but they are largely useless.

In short, ZO would be much better if it scaled the regeneration off your health pool instead of your ES pool, because then you could stack two separate defensive health options simultaneously, instead of forcing you to specialize in one or the other.

Or at least fix the tooltip to make it more clear.

"Life regeneration applies to the Energy Shield instead of life."

Seems more like it is saying "take your life regeneration and add it your ES instead of your life" instead of saying "for the purposes of regeneration, replace your life with your energy shield."

Edit: Wrong thread, my bad. But I suppose it fits in this thread because it would make CI and ZO mutually exclusive, which was how I thought they would initially work.
Zuletzt bearbeitet von Wildfeather#1313 um 02.02.2013, 01:57:01
From what I can tell, Zealot's Oath is designed with hybrid life/es in mind. One benefit would be preserving near constant 50% chance not to be stunned due to ES regen between incoming blows. Kinda like Unwavering Stance except you can still evade and the stun protection isn't 100%.

If you running CI, probably see more returns from the shadow keystone Ghost Reaver and linking life leech support to spam spell. Also, Vaal Pact looks like it would fit well with chaos inoculation and ghost reaver.

*edit - Zealot's Oath would probably work well with a Pain Attunement build.
Zuletzt bearbeitet von Lo4f#2652 um 02.02.2013, 09:07:44

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