1,465
edits
Changes
Resource
,Update
A '''Resource Pool''' is part of a character's ability to use [[Skill]]s. It's generally gathered in various ways and expended upon using as skill, where skills have different "costs", and use a different amount of resource from the pool. [[Mana]] is the prime example of a resource pool.
Each character uses a different and unique resource in [[Diablo III]]:
* The [[Barbarian]] uses [[Fury]].
* The [[Demon Hunter]]'s uses [[Hatred|Hatred & Discipline]] & [[Hatred]].
* The [[Monk]] uses [[Spirit]].
* The [[Witch Doctor]] uses [[manaMana]].
* The [[Wizard]] uses [[Arcane Power]].
==Diablo Games==
In [[Diablo I]] and [[Diablo II]] all [[class]]es used [[Mana]] as their one main resource, but in [[Diablo III]] not all classes share the same every class has its own unique resource. In all the Diablo Games so far, the resource pool is located in the UI, on the bottom right hand side, usually in an orb or sphere.
==Item Bonuses==
The issue of items providing bonuses to resources is complicated in Diablo III since there are so many different resources. In Diablo II +mana was a simple bonus of use to everyone (though not equally useful). But in Diablo III only the Barbarian benefits from Fury, only the Monk from Spirit, etc. And the bonuses to each resource vary; for some increasing the total pool is viable, for others only improving the fill rate, or decreasing the drain rate. This prevents the team from using some sort of universal "+resource" [[modifier]], and requires a lot of individual item bonus tweaking.
[[Jay Wilson ]] answered a question about this during an interview from Blizzcon 2010.[http://diablo.incgamers.com/blog/comments/blizzcon-2010-interview-jay-wilson-diablo-esp/]
<blue>Jay Wilson: "Yes we’re definitely going to put in objects that will do that. It’s been a question of how we want to implement that. Right now every class has their own resource. And that’s the goal. If we can’t get that to work, if we can’t make them different and all working adequately, then we might double up on some resources on some characters. We’ve waited to do the itemization until we have the resources locked down. If they’re that different then we might restrict the resource bonuses to class-based items."
"It feels pretty bad when you get say, a sword that’s got… it’s one thing to get a sword with say, plus strength on it, and you decide not to use it because that bonus isn’t really the best for your Wizard. That’s one thing. But if you get a sword that has a resource bonus for another class, that’s entirely unusable for you, that’s no fun. That feels worse than just getting a stat that’s questionably not for you. Having an object that you can equip that states in it a bonus that’s useless to you, that feels bad."
==Diablo III Resource Pools==
Each class in Diablo III has a unique resource.
===Barbarian: Fury===
[[File:New Fury.JPG|frame|Fury, abandoned "traffic light" form.]]
'''[[Fury]]''' is the resource pool for the [[Barbarian]] in [[Diablo III]]. It is generated by taking damage or dealing damage, and expended by using most skills. The various melee attacks [[Barbarian skills#Fury Generating|Fury Generating]]skills, such as and expended by using [[CleaveBarbarian skills#Fury Spending|Fury Spending]], or some [[BashBarbarian skills#Situational|Situational]], and [[Frenzy]] cost very little Fury to use, and will generally return more from the damage they deal. Those skills are used to build up enough Fury to use the more expensive and dramatic skills.
* Generated by: ** Using [[Barbarian skills#Fury Generating|Fury Generating]] skills.
** Dealing damage.
** Taking damage.
* Removed Spent by:** Using abilities that requires [[Barbarian skills#Fury, generally more powerful abilitiesSpending|Fury Spending]] skills.
** Inactivity over time.
** Unknown if some creatures can [[leech]] it.
* Fury Related Skillsrelated [[Barbarian Passives]]:** [[Weapon Master]]: Gain extra Fury by using [[Mighty Weapons]].** [[Berserker Rage]]:Inflict more [[damage]] at maximum Fury.** [[War CryAnimosity]] generates a certain amount of : Increase maximum Fury and increases armorits generation.* * [[Superstition]]: Generate extra Fury Related Traitswhen hit by ranged or elemental attacks.** [[No Escape]]:[[Critical Hits]] with [[Weapon Throw]] have a chance to return Fury.** [[Bad Temper (trait)|Bad TemperRelentless]]: Increases In near death situation, skills cost no Fury gain and slows Fury drain.** [[Inner RageUnforgiving]]: Increases Fury gain no longer degenerates, instead it gives a steady generation. ===Demon Hunter: Hatred & Discipline===The [[Demon Hunter]] uses two resources. Hatred, which recharges quickly, is used for combat abilities and slows Fury drain while attacking the same targetDiscipline, which has slow recharge, is used for tactical and support abilities. * Generated by:** Regeneration over time (can be boosted by items, skills, and passives).** Using [[Demon Hunter skills#Hatred Generator|Hatred Generating]] skills.
* Spent by:
** Using [[Demon Hunter skills#Hatred Spenders|Hatred Spending]] skills.
===Monk: Spirit===
The Monk uses [[Spirit]], the resource the developers frequently cite[http://diablo.incgamers.com/blog/comments/blizzcon-2010-interview-jay-wilson-diablo-esp/] as their favorite and the one they feel is working the best. Spirit is generated by striking enemies with the various [[combo Monk skills#Spirit Generator|Spirit Generating]] skills and expended using other offensive and defensive [[Monk skills#Spirit Spender|Spirit Spending]] abilities. Spirit is also modified by various of the [[Monk traitsPassives]]. This design makes the combos, all of which are quite powerful melee attacks, free to use.
A Monk could play fairly effectively using nothing but combo skills, all of which carry substantial bonuses on top of their damage, so making them yield Spirit to fuel the other [[Monk Skills]] as well seems quite a bargain for the class.
* Generated by:
** Using Combo [[Monk Skills#Spirit Generator|Spirit Generating]] skills.
* Spent by:
** Using non-combo [[Monk Skills#Spirit Spender|Spirit Spending]] skills.
* Combo Skills: Each use of one adds a set amount of Spirit to the pool.** related [[Hands of LightningMonk Passives]] --Combo that deals 3 punches with substantial bonus lightning damage.:** [[Long Reach]] -- Combo that strikes multiple enemies with greater than [[melee]] range.** [[Crippling WaveThe Guardian's Path]] : Spirit generation increased when using two-- Combo that slows and dazes enemieshanded weapons.** [[Dashing StrikeTranscendence]] -- Combo that allows the Monk to move very quickly across long distances to the enemy: Every point of Spirit spent heals you. (Under construction.)** [[Way Chant of the Hundred FistsResonance]] -- Combo that deals many powerful hits to all enemies in the vicinity.** : While a [[Exploding PalmMantra]] -- Combo that time bombs enemiesis active, triggering them to explode and damage all nearby enemies upon their deathyou gain spirit every second. ** [[Sweeping WindExalted Soul]] -- Combo that hits all nearby enemies multiple times: Increases maximum spirit. * Spirit Related * [[Monk TraitsNear Death Experience]]:** [[True Spirit]] -- Increases Spirit regeneration. (Under constructionWhen receiving a fatal blow, you're restored to 35% life and spirit.)
===Witch Doctor: Mana===
'''[[Mana]]''' is the best understood resource pool. It's appeared in countless RPGs, including [[Diablo I ]] and [[Diablo II]], and appears with the familiar blue color in [[Diablo III]]. It's spent by the [[Witch Doctor skills]] and assisted in regeneration by various [[Witch Doctor traitsPassives]].
* Restored by:
** Regeneration over time (may can be boosted by items, skills, and traitspassives).** Picking up [[Health Globes]] (with a specific skill).** Killing enemies with specific skills.
* Spent by:
** Using an Abilityabilities with Mana cost.** Some enemies may drain mana Mana with their attacks.
* Mana Related Skillsrelated [[Witch Doctor Passives]]:** [[Soul HarvestSpiritual Attunement]] --Formerly a nova-like attack that restored mana for each enemy killed, this skill was changed to a general +spell damage buff: Increases maximum Mana and its regeneration. * Mana Related Traits:** [[Spirit VesselGruesome Feast]] -- +mana for each : Gain Mana from [[health orbHealth Globes]] enjoyed by the Witch Doctor.** [[Blood Ritual]]: A small percentage of Mana Regenerationcosts are paid with [[Life]] -- Increases the mana regeneration rate.** [[Ritual of BloodPierce the Veil]] -- Draws 50% of mana cost from health: Mana costs are increases but also deal more damage.** [[MeditationRush of Essence]] -- Some : [[Witch Doctor skills #Spirit Realm|Spirit Spells]] return 30% of their mana Mana cost over 10 secondstime. (Under construction** [[Vision Quest]]: Mana regeneration is increased when 4 or more skills are on [[cooldown]].)** [[Spiritual AttunementGrave Injustice]] -- Increases the Witch Doctor's maximum mana: Gain Mana with each enemy killed.
===Wizard: Arcane Power===
'''[[Arcane Power]]''' is the new resource for the [[Wizard]] class, replacing [[Instability]], which replaced [[manaMana]]. AP Arcane Power grants the Wizard a pool that can not be scaled up by levels or items; . Only [[Wizard skills]] and [[Wizard traitsPassives]] that can help with AP increase or even reduce Arcane Power and its regeneration rate. lower the cost of skills, or increase the regeneration rate. This resource remains under construction, and as of Blizzcon 2010 word is that the Wizard may yet switch back to mana. [http://diablo.incgamers.com/blog/comments/blizzcon-2010-interview-jay-wilson-diablo-esp/]
* Restored by:
** Regeneration over time (may can be boosted by items, skills/traits, and passives).
* Spent by:
** Casting spellsUsing abilities with Arcane Power cost. * Arcane Power related [[Wizard skills]]:** [[Energy Armor]]: Lowers maximum Arcane Power but increases defense. * Arcane Power related [[Wizard Passives]]:** [[Power Hungry]]: Gain Arcane Power from [[Health Globes]].** [[Prodigy]]: Gain Arcane Power by using [[Signature spell]]s.** [[Virtuoso]]: Wand attacks generate Arcane Power.** [[Astral Presence]]: Increase maximum Arcane Power and its regeneration.
==Development==
All of the classes debuted with some form of Mana for their resource. Their permanent resources were added in during later development, and tinkered with extensively.
===Barbarian===
[[Fury]] is the [[Barbarian]]'s resource. It builds up as the Barbarian takes damage or deals damageuses [[Barbarian skills#Fury Generator|Fury Generating]] abilities, and is expended on most use of his attack [[Barbarian skills#Fury Spender|Fury Spending]] and buff some [[Barbarian skills#Situational|Situational]] abilities.
Fury debuted at [[BlizzCon 2008]], in the form of a globe. During later development it changed into a "traffic light" stack of three orbs at Blizzcon 2009, before changing back to a full globe in early 2010. Many more details can be seen on the [[Fury]] article.
===Monk===
[[Spirit]] is the [[Monk]]'s resource. It's built up by dealing damage with [[combo Monk skills#Spirit Generator|Spirit Generating]] abilities and expended to cast other, non-combo on use of [[Monk skills#Spirit Spender|Spirit Spending]] abilities. It was described in mid-2010, and debuted at [[Blizzcon 2010 ]] in October of that year.
===Witch Doctor===
[[Mana]] is the [[Witch Doctor]]'s resource. It works much as Mana did in [[Diablo I ]] and [[Diablo II]]; some amount is expended with each cast spell from a pool that regenerates over time. Various skills and items can hasten the regeneration rate, and the Witch Doctor can also gain mana from [[health orbs]] or fallen enemies if he has invested in the [[Witch Doctor skills|skillsGruesome Feast]] and or [[Witch Doctor traits|traitsGrave Injustice]] that allow him to do so. The Witch Doctor may ultimately get a different resource; it would work like mana, but would have a different name and a slimy, gloopy greenish appearance, simply to make it seem more Witch Doctor themedpassive skill respectively.
===Wizard===
[[Arcane Power]] is the [[Wizard]]'s resource. While Wizard is usually compared with Diablo II's [[Sorceress]], though the D3 team said, in late 2010, that it might switch back to mana, since they're not entirely satisfied their resources are completely different. Arcane Power is a fixed amount and can only be increased with how the resource workscertain [[Wizard passives]]. Prior to Arcane Power, the Wizard used [[Instability]], which was scrapped since it did not make the character feel "[[glass cannon]]-y" enough.
===Demon Hunter===
==Reference==