The skill is cool and works great early game but when you have say 150 mana 10 mana suddenly doesn't seem like a good trade off for taking a hit, doubly so late game where taking a hit without shield hurts a lot even with bulky builds.
(Since it has to be below 5% of your max hp it's also tricky to get to proc late game if you don't have shield up)
So a simple buff that still allows it stay as it is for lower level players is to make it be 10% of your max mana when you take a hit. This makes it more worthwhile to spec into late game without being OP earlygame.
I'm a paladin player and this is probably the most underpowered ability on the paladin tree.
(Besides shield strike lmao, should be worked into a more holy smite uppercut upgrade tbh)
#Buffing Manachism
1 messages · Page 1 of 1 (latest)
as someone who likes to play tank every now and again its already pretty damn strong
its not that noticable since it doesnt have a visual effect or anything but you can easily tell the difference when spamming spells normally compared to getting pounded on by multiple mobs
since it only has a 1s cooldown its already =10mr/s which in armor stats is 50mr/s which is pretty damn huge
wait my cacualtion might be botched
Yeah if your mana pool isn't super high (which is never the case) it's great. 10 mana is a lot while progressing. When your pool is like 150 and you're not a pure tank 10 can seem not worth for having to be able to tank a hit and lose 5% max hp. Changing it to % would just make a bit more consistent throughout all stages was the thought processes
Also yeah it's kinda botched because without shield some hits in raids will do more than 5% of your max hp
nvm yeah it is 50mr when getting hit all the time
Which will drain you quick endgame
yes sure you arent gonna get 50mr all the time but 50mr at its full power is pretty damn insane
even at half power is 25mr
most of the time all you need is a random fast hitting ranged mob for it to do its thing
Fair point. But I was trying to make it more worth to spec into for players that aren't tanks, it's already super useful for hyper tanky builds
but yeah i can agree on it being a bit not great on normal builds compared to the hpr tank build i was using
i just use a tank build using tanky armor parts without a major -sd
Yeah that's the intent for the buff. For it be more versatile on a varied of builds. Say you have 150 mana cuz of your int. making it 10% would mean 15 mana on taking a hit below 5% max hp (which still requires shield if you're a normal build) compared to the current 15 but would still be 10 mana for newer players at 100 mana
Shield is also on a 15s cooldown so it wouldn't be super bustingly op and tanks are just going to spam taunt anyway
it would be nice for it to be more usable on nomal builds but im not sure how you would be able to buff this without hyperbuffing tank builds
it's not supposed to carry your mana, it's supposed to give a little extra, I don't really think it needs to scale since it's supposed to be weaker, it's nice to have, but if you're having mana problems I would switch up your build and if you aren't having mana problems why even request this
When did I ever say it should carry your mana
increasing the hp range would give tank builds even more trigger chances and straight up increasing the mana would just striaght up buff it
I think giving you 10% of your mana would be pretty nuts
Remember. You have to take less than 5% of your max hp.
you didn't say that, but I think it's fine how it is
and im not too sure if a normal build should be adding points that deep into a tank archetype
I think buffing it too much would definitely make it carry your mana idk
yeah you shouldn't have manachism unless you're tanking in which case you're probably not spell spamming anyways
you'll throw up a mantle and give your allies radiance and ragnarok
it already carries your mana on tank builds so buffing it even more would just be just way too overpowered
instead of this being reworked, the entierty of paladin should be reworked
paladin is just made up of way too much passive skills instead of active ones
honestly I think that part's fine, passive skills are pretty nice
Okay so let's look at it from a bit of a number's perspective
Below 5% of your max hp is the amount of damage you need to take to proc manachism
Shield is on a 20s cooldown.
So you're only getting 3 procs max off of manachism. 30 mana in a 150 pool isn't a lot, esp if you're waiting for your spell cost to reset after a spell spam session.
In reality for say paladin bmonk builds (That intend to use burning heart and bash) manachism is hard to proc. The whole idea is to make it so if you do proc it to give a little bit more mana. Not to carry the mana. Make it more worthwhile to spec into for non tanks.
30 mana in a 150 pool is a ton
You'd just skip manachism currently
yeah but it leads to being able to easily afk through basically everything which is worsened even more with tanky armor
ye true
which also basically makes paladin a lot more boring
I agree bout the passives overload, I think there should be more locking choices in warrior's skill tree. Paladin espiscally. Let us have the choice between a "Protector" paladin and a "Smiting" Paladin
smiting paladin?
i dont think you should be getting hit while playing bmonk
Paladins are often know to have holy magic to "Smite" indefiels
battle monks shouldn't be taking manachism
like the whole thing about bmonk is to fly around the enemy dodging hits while dealing damage, not getting hit
and paladin shouldn't be an offensive option unless they wanna toss the tank thing
That's what having the choices would do hei. You have the choice between an offensive paladin focused around fire or the tank paladin
To make use of stuff like burning heart and flaming uppercut
that's not how archetypes are supposed to work though
that would be like a archetype of a archetype
there shouldn't be 2 different paths down one archetype
might as well just add another archetype at that point
yeah dividing archetypes is not it I gotta say
Why would it need to be a split archetype though lol
for damage you go bmonk or fallen
what
this would just make paladin like the mess trickster is
if you want to have a smiting paladin and a tank paladin what would the tree look like
no proper direction with a nonexistant playstyle or what you even are supposed to do
God asassin's tree is a MESS
and this would make paladins tree a mess too
correct but more than that I think the archetypes are just bad
assassin has a lot of problems im not gonna deal with talking about here
makes sense
but yeah I don't think paladin's tree should be divided into offense and defense
thats an entire convo in itself
Fr lol
yeah paladin is the tank archetype
But I would like to see a fire based uppercut upgrade conversion
that would fit better somewhere else like fallen
^
Burning heart:
burining heart doesnt fit paladin
why does it need fire conversion what spell weapon does warrior have
oh wait
that's fire damage
nvm burning heart is the hp fire upgrade thing
I think too many ele conversions are just super unnecessary and messy
i was thinking about flaming uppercut
yeah you get fire damage based on bonus id health
^
Which is why I'm saying fire upgrade later in paladin tree, synergizes with this
I think that's too much damage for a tank tree
paladin is a tank
yeah the fact that burning heart is a thing at all is stupid to me
its just a damage boost skill for tank fire weapon users
I'm just saying it would allow a bit of diversity. Allow a sort of "Bruiser" build to show up. It has good hp and good damage, but doesn't excel in either.
(I'm actually trying to make one on my current warrior)
that's palamonk
I love how we've gotten off track lol
well you could get that by mixing fallen and paladin
or bmonk and paladin
Maybe not everyone wants to do fallen >.>
at this point you might as well start asking for fully customized archetypes for every class
https://hppeng-wynn.github.io/builder?v=1#8_0cD0Pf0JL07W0K20Fx0K40OH0ux0o0o1G1G1D1g00001001Z60z0z0+0+0+0+0-jdNPpacKs
WynnBuilder build:
Morph-Stardust
Libra
Greaves of the Veneer
Capricorn
Moon Pool Circlet
Facile
Prowess
Diamond Fusion Necklace
Convergence [e6e6e6]
I think this would be a fine bruiser build
Okay but about burning heart being on paladin is so pure paladin users can do game content like dungeons without it being awful lol. It's like how fallen has some recovery abilities. (Intoxicating blood for example)
well being a tank in a pve game is really only a good idea typically if you're in a team situation
The archetype doesn't become super narrow and focused and players can choose to opt into it. That was the idea for the fire uppercut upgrade and manachism tweak orginally
I constantly tell people who are looking to buy guardian that they really shouldn't unless they wanna do wars or maybe raids, it's built to be an archetype with insane EHP and survivability and effectively no damage, that's what tank's designed to be and most builds give up mana for more defense and HP which makes manachism trigger a lot easier and allows you to have decent mana despite building very little (brought the ability back into the discussion lol)
Though I do appreciate you guys actually partaking in civil discussion with points of your own lol. I've gotten rude as hell people before for suggesting a mere idea
yeah as someone who has a guardian its pretty damn fun but its not for everyone
Same to you, it's pretty hard to find civil people in these threads a lot of the time
i just mostly get enjoyment off of making nanomachines jokes
I used to tank in wars, but now I just straight up refuse to
and yeah its nice to have a proper convo instead of one person starting to shit talk their way through
mhm
honestly I'm still in the boat of people who don't like the fact that the mana pool can be increased, I miss old intel
Manachism was probably designed around old intel tbh, then they changed intel and didn't change manachism to compensate
I don't think so honestly 10 mana is pretty good even with 180 mana pool
Which is why it seems underwhelming for anyone that isn't above averagely tanky
If you're not a pure tank you'd only take like 1-2 stray hits right?
Let the pure tank do their job
if you're not playing full tank you probably don't need manachism since you'll have whirlwind strike most likely, but if you are full tank you're gonna be taking a lot of hits
manachism is built around the full tank archetype and while you can mix and match the archetypes are built around one playstyle
Yeah I just manachism to be slightly more useable for non tanky builds, that was the original merit of the idea.
As say a 180 mana warrior is only going to be getting 5.5% of their mana back for taking a hit. That's not really looking like it's a good option. You'd have to take 3 hits to get anything out of it.
Making it 10% would make it a decent option but not to strong. Without ruining earlygame as it's great when your pool is low.
Alternatively we could make it so the amount of mana regained scales off of a stat? 
that would make sense actually
If 10% still sounds really ridiculous
no -costs with higher intel so that bonus mr would have been a lot more useful
my only issue here is that non tanky builds shouldn't be dipping that far into paladin, if you don't wanna be tanky then I'd choose another archetype, it's built around being tanky and I think it does what it's meant to
It's only 3 paladin archetype needed (Which most players will get going for mythril skin likely)
But yeah for being tanky it does do what it's needed to, you are absolute right about that
I think this is how they'd get mythril skin
manachism is too expensive
Yeah completely skirting around it. Just trying to promote diversity a lil at the end of the day and making more than 10 mana late game somehow would do that'
Yep for what it provides
well technically yeah because if you're using whirlwind it provides nothing
Which you need to get to smth like axe kick
the only way you're forced into manachism is if you take provoke which only tank builds want just like only tank builds want manachism since it's built for tanks since they usually sacrifice mana for ehp and that allows more consistent manachism procs every second which ends up being a lot of mana
I honestly hate how whirlwind kills your momentum if you're not specced into aerodynamics/doing uppercut surfing
if you're not going full tank and going into damage at least somewhat you should be taking wws
I mean you should take aerodynamics no matter what
being able to control charge is really important in every scenario
Aerodyanmics honestly ruins my ryhtm lol
I've been managing fine without it on my warriors
But skirting around whirlwind strike causes your tree to look like this lmao
how so?
yeah I would take aero and wws I think they're both definitely net gains
the way you're supposed to play offensive warrior is by circling your opponent with wws or by crashing into them with flying kick then using wws to boost yourself back up making you harder to hit
any warrior build that's focused on offense should be playing like that tbh, wws is just too good not to take
Example when I doing qira: I just want to get out of a situation. So I was spamming charge to get out of her webs while holding A&W. Aerodynamics and it's curving made me go from bad spot A to Bad spot B and I died. I swapped aerodyanmics off and the same situation happened again, no curving made me able to just get into a safe spot
well with aerodynamics you choose where you go, you move with your cursor
if you move your mouse to the left you'll steer left
Yeah and I was looking towards where I was pushing my movement
Went out of the frying pan into the fire.
that's really weird
It's just cases like that where aerodynamics did more harm for me than good while no direction helped more. But for like lootrunning and general travel? Fun as shit.
Having to hold shift while doing WS to not go up just kills momentum
well you can choose to not change direction I don't understand what happened
you charge where you're looking when you start charging anyways
I basically inputted two charges during the spam
and if you keep looking forwards you won't turn
do you play warrior in F5? I think that improves gameplay a lot
We're getting off topic, we should go to wynncraft at this point lol
it's kind of on topic
we're talking about the play style that doesn't want manachism and therefore doesn't need a buff to it smile
Fair enough but the way I'm playing this warrior whirldwind is counter intuitive and ruins momentum
makes sense
Here recorded an example of how this build's playstyle is currently (It's not max lv yet)
And here's with whirlwind
Now picture if that was a boss, all my momentum is gone and I'm take massive damage
ok well I was gonna ask to see how you play warrior so this is really helpful
And like holding crouch is just going to get me smacked even harder
what you're really supposed to do is alternate between uppercut and charge with wws and because of the 360 aoe and pretty decent range you can circle just about everything, deal good damage and not be hit
yeah I don't use crouch unless I'm charge spamming
if you're down I could stream me playing warrior in a few minutes in LI or something, I think it's probably the best way to play offensive warrior and it's a lot safer
Yeah this build isn't supposed to be dancing round bosses. It's supposed to attack and deal great damage and survive the aftermath if you use to much mana, come back stronger. Never saw a warrior build like that so I wanted to make one
I think dancing around bosses does do pretty good damage tbh
Yeah I've played the dancing build
It's fun but I wanted to make something different and whirlwind just goes against this lol
ah that's fair
And like it's been pretty effective. I beat qira hive pre lv90
that sounds pretty good
have you used the new method in like LI? I think for the most part LI is a good baseline for builds and playstyles
I don't believe so
I would give it a try in LI then and if it works great if it doesn't then I'd maybe change the build around or practice mechanics a bit more, but one thing I will say is that I think the only reason warrior is good this update is because of wws
I think without wws warrior is similar to assassin
but I do applaud trying to make different builds and playstyles that how you advance your game knowledge and building skills a lot more

given that this is a paladin archetype skill and is already quite strong when used well, it doesn't really make sense to buff it even further so its strong on glassy builds too
agree
Manachism is good in extremely tanky builds but I agree that it'd be much less niche if it was buffed to 10%