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Mana Globe

45 bytes added, 01:52, 8 January 2011
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[[Image:Mana-orb1.jpg|thumb|250px|Mana globes and a level up.]]'''Mana Globes''' were orbs of magical energy that functioned much like [[Health Globe]]s; they restored mana (25% of the maximum as a default, though some character skills were designed to boost this total) when a character picked them up. As you might expect, they looked just like health globes, but were blue, instead of red.
Mana globes were removed from the game prior to the Blizzcon demo build in August 2009. [[Wizard]]s and [[Witch Doctor]]s Characters who formerly previously benefited from mana globes now gain mana (or [[instability]]whichever resource) from health globes, if points are placed in the [[skills ]] or [[traits]] that enable this benefit.
==How They Dropped==
When mana globes were a feature, they only dropped when a Witch Doctor or Wizard was in the game. At that time Wizards used mana for their resource, and had a (now since removed) skill called [[Mana Recovery]] 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 their [[Fury]] [[resource pool|resource]].Monks and Demon Hunters were not in the game at that time. 
==Removal Explanation==
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; Wizards and Witch Doctors must spend some points in the various skills that and traits to enable them to gain mana from health globes before this function is enabled.
Giving health orbs that double purpose also made the health orbs more valuable to all characters. [[Jay Wilson]] said[http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/] that prior to the change, Witch Doctors often had no use for health orbs, since they weren't taking much damage while staying behind their tanking pets. Post-mana globes, Witch Doctors need regular health orbs, since even if they aren't low on hit points, they generally want the mana boost.
When a health globe is consumed, all characters within range receive the bonus. This includes the bonus to mana (if any) a character would gain if they consumed the health globe themselves.
It's unknown if there will be any benefits to the Barbarian's [[Fury]] or , the [[Monk]]'s unnamed non-mana resource. The potential mana-like benefits to [[Spirit]], or the [[Demon Hunter]] are likewise unknown's unnamed resource.