Difference between revisions of "Leech"

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'''Leech''' (or '''lifesteal/manasteal''') effects take away [[life]] or other [[resource pool|resource]] like [[mana]] from a target and giving it to the [[caster]], or transform a % of the damage dealt to health or mana/resource. The resource received does not have to correspond with the damage dealt, and in many cases a character could get a part of the health back, or a multiplication of the damage dealt.
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#redirect [[Life Steal]]
 
 
Leech/lifesteal is not the same as [[drain]] or [[bleed]], but the effects are similar, and can sometimes be combined.
 
 
 
There is life leech in Diablo III[], though it is much less common than it was in Diablo II. Characters are meant to rely chiefly on [[health orbs]] and playing with caution, rather than the huge percentages of life leech (and damage reduction) that made melee combat possible on Hell difficulty in Diablo II.
 
 
 
Some forms of "mana" leech exist in Diablo III, though these differ for each class and are never as simple as the "percent of damage dealt" item modifers that were so common in Diablo II. The issue is complicated by all classes possessing a unique resource ([[Spirit]] for the [[Monk]], [[Fury]] for the [[Barbarian]], [[Mana]] for the [[Witch Doctor]], [[Arcane Power]] for the [[Wizard]], and [[Hatred]]/[[Discipline]] for the [[Demon Hunter]]), and different skills and item modifiers custom tailored for the generation or regeneration of their individual resources. See their respective resource pages for more details.
 
 
 
 
 
 
 
==Leech in Diablo III==
 
 
 
Leech was quite overpowered in Diablo II, was widely available on all types of weapons and also on many unique and set helms, armors, gloves, belts, and more. This contributed to that game's erratic difficulty curve. Thanks to the ready availability of leech (and to a much lesser extent [[potion]]s), all well-equipped melee characters in Diablo II could keep their health (and mana) constantly topped off. As a result, monsters needed to be able to kill a character almost instantly in order to pose any real threat.
 
 
 
The Diablo III team has learned from this issue, and besides largely removing potions from the game (and adding in [[health orbs]], they've greatly reduced the frequency of leech. It will be found rarely on equipment, and comes only from a few [[skills]] and [[traits]].
 
 
 
<blue><font color="#FFFFFF">Will there be life stealing in D3? I know there’s [[Life After Each Kill]], but will there be more ways to get health back? --Spiri7walker</font><br>
 
There are skills that have life leech ability, and literal life leech affixes. They’re not as crazy as they were in Diablo II. --Diablo</blue>
 
 
 
These changes make it much harder for characters to heal and to stay at full health, which makes monsters dangerous again, even if they can't kill a character in one shot.
 
 
 
 
 
===Leech Sources in Diablo III===
 
 
 
No item stats are yet known to provide leech. A few skills and traits do, in limited fashion:
 
* [[Revenge]] -- A [[Barbarian skill]] that boosts damage and grants a % of life steal.
 
* [[Drain Power]] -- A [[Wizard trait]] that transfers a % of damage done with spell damage to health and Arcane Power.
 
 
 
 
 
 
 
'''Formerly:'''
 
* [[Bloodthirst]] -- A Barbarian skill that provided life leech for a limited duration. Removed from the game during development.
 
 
 
 
 
 
 
 
 
[[Category:Reference]]
 
[[category:combat]]
 

Latest revision as of 10:58, 19 July 2013

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