Changes

ADVERTISEMENT
From Diablo Wiki
Jump to: navigation, search

Mana Globe

1,503 bytes added, 04:41, 9 December 2013
updated article
[[Image:Mana-orb1.jpg|thumb|250px|Mana globes and a level up.]]'''Mana Globes''' are were orbs of magical energy that function functioned much like [[Health Globe]]s; they restore restored mana (25% of the maximum was the listed amountas a default, though some character skills were designed to boost this total) when a character runs through picked themup. As you might expect, they look looked just like health globes, but are were blue, instead of red.
Mana globes were removed from the game prior to the Blizzcon demo build in August 2009.
'''In the latest [[GamesCom 2009 demo|Diablo build]] ==How They Dropped==When mana globes were a feature, they only dropped when a Witch Doctor or Wizard was in August 2009, the Mana Globes were taken out of the game. At that time Wizards used mana for their resource, replacing them with and had a (since removed) skill called [[WizardMana Recovery]] skill which gave a % chance for a dead monster to drop a mana globe. Mana globes did not benefit Barbarians, since they did not provide any boost to gain their [[manaFury]] as well as [[healthresource pool|resource]] through Health Globes.'''Monks and Demon Hunters were not in the game at that time.
==How they DropRemoval Explanation==No mana globes were seen during the BlizzCon 2008 demo play, and they are only mentioned in the description of the [[Arcane_Skill_Tree#Mana_Recovery|Mana Recovery spell]]. The only thing we know for sure is that they dropped for [[Wizard]]s, with skills in [[Mana Recovery]]. It's not known if they ever drop when a Wizard with points in that skill isn't around.
The Diablo 3 team explained that while mana globes were functional, they weren't necessary. Only Wizards (prior to their mana becoming [[Instability]], and then [[Arcane Power]]) and Witch Doctors were able to use mana globes, and this added needless complexity to the game. It was easier to make health globes replenish both health '''and''' mana. This is not always the case; Witch Doctors must spend some points in the various skills and traits to enable them to gain mana from health globes.
==Speculation==From one perspective it seems likely Giving health orbs that Mana Globes only drop when a double purpose also made the health orbs more valuable to all characters. [[WizardJay Wilson]] is around, and considering the loot system it would only be visible for the Wizardsaid[http://diablo.incgamers. [[Health Globecom/blog/comments/jay-wilson-exclusive-full-transcript/]]s work completely opposite of thatprior to the change, dropping Witch Doctors often had no use for all players and usable by allhealth orbs, healing all in the vicinitysince they weren't taking much damage while staying behind their tanking pets. ItPost-mana globes, Witch Doctors need regular health orbs, since even if they aren's also possible that the Mana Globe functionality is similar to that of t low on hit points, they generally want the Health Globemana boost.
::'''''Diii.net:''' Do you envision the health globes will boost [non-mana resources] in the way that the Wizard and Witch Doctor gained mana from them at Blizzcon?
::'''Jay Wilson:''' Um, maybe? *sounding intrigued* Usually in the third or fourth skill revision on classes we look at that kind of thing. For the Witch Doctor we figured that a lot of the mana things we had on the Wizard would work better on the Witch Doctor. We were having trouble maintaining enough mana while play testing the Witch Doctor. Especially if players didn’t take a specific mana recovery skill. So we focused on spreading that out across a lot more of the class so he can pull mana back more easily. When we get to other classes I’m sure we’ll look for more of that.
==References==
* [[GamesCom 2009 demo]]
* [[Wizard Gameplay Blizzcon 2008]]
[[Category:Items]]
[[Category:Wizard skills]]
[[Category:Witch Doctor skills]]
[[category:Gameplay]]
[[Category:Archives]]
553
edits