Difference between revisions of "Energy Drain"

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__TOC__
 
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==Mechanics==
 
==Mechanics==
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===Energy Drain Effect Mechanics===
 
The Energy Drain effect is a short duration 'buff' that accelerates a Voidwalker's rate of grenade energy recharge per second for that duration. This is primarily applied when using the Energy Drain melee attack, though it also can be applied through grenades and Nova Bomb if the [[Embrace the Void]] ability is selected.
 
The Energy Drain effect is a short duration 'buff' that accelerates a Voidwalker's rate of grenade energy recharge per second for that duration. This is primarily applied when using the Energy Drain melee attack, though it also can be applied through grenades and Nova Bomb if the [[Embrace the Void]] ability is selected.
  
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Embrace the Void will trigger the energy drain buff anytime you hit with a grenade or [[Nova Bomb]] in addition to your melee. This is what enables you to chain multiple energy drain effects over the course of a grenade cooldown, giving you dramatically faster and consistent grenade replenishment compared to other subclasses.
 
Embrace the Void will trigger the energy drain buff anytime you hit with a grenade or [[Nova Bomb]] in addition to your melee. This is what enables you to chain multiple energy drain effects over the course of a grenade cooldown, giving you dramatically faster and consistent grenade replenishment compared to other subclasses.
  
Note that Embrace the Void will NOT trigger the upgrades to your energy drain melee attack ([[Surge]], [[Lifesteal]], and [[Soul Rip]]) as they are exclusive to the melee ability. The same applies to the [[Touch of Flame]] of [[Sunsinger]]s; it only triggers the [[Ignite]] side-effect effect of [[Scorch]] but not its melee exclusive [[Flame Shield]] or [[Brimstone]] upgrades. If these abilities triggered melee upgrades on every grenade hit then it would severely undervalue [[Strength]] bonuses and simultaneously make Embrace the Void/Touch of Flame the most overpowered options for those subclasses.
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Note that Embrace the Void will NOT trigger the upgrades to your energy drain melee attack ([[Surge]], [[Life Steal]], and [[Soul Rip]]) as they are exclusive to the melee ability. The same applies to the [[Touch of Flame]] of [[Sunsinger]]s; it only triggers the [[Ignite]] side-effect effect of [[Scorch]] but not its melee exclusive [[Flame Shield]] or [[Brimstone]] upgrades. If these abilities triggered melee upgrades on every grenade hit then it would severely undervalue [[Strength]] bonuses and simultaneously make Embrace the Void/Touch of Flame the most overpowered options for those subclasses.
  
 
So in breakdown:
 
So in breakdown:
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Embrace the Void: applies the Energy Drain effect to grenade and Nova Bomb hits.
 
Embrace the Void: applies the Energy Drain effect to grenade and Nova Bomb hits.
  
ENERGY DRAIN, the MELEE ability
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===Energy Drain Melee Mechanics===
  
 
Now this ability has additional properties of its own, in addition to triggering the energy drain effect.
 
Now this ability has additional properties of its own, in addition to triggering the energy drain effect.
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Surge: upon a hit this upgrade maximizes your weapon handling stat and increases your Agility to the maximum of 13 for 15 seconds.
 
Surge: upon a hit this upgrade maximizes your weapon handling stat and increases your Agility to the maximum of 13 for 15 seconds.
  
Lifesteal: upon a kill this upgrade instantly heals 10 points of damage and gives 1.5 seconds of health/shield regeneration. This regeneration occurs even if you are actively taking damage, and is capable of bringing your shields up to full if no damage is taken.
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Life Steal: upon a kill this upgrade instantly heals 10 points of damage and gives 1.5 seconds of health/shield regeneration. This regeneration occurs even if you are actively taking damage, and is capable of bringing your shields up to full if no damage is taken.
  
 
Soul Rip: upon a kill this instantly replenishes 10% of your super meter bar, in addition to the normal super meter gains from a kill. Note that the 10% super meter gain is not displayed in white like other kills, but rather it causes the gray portion of the super meter to 'jump' forward 10%. The displayed white portion of the bar is only the normal super energy gained from the kill itself.
 
Soul Rip: upon a kill this instantly replenishes 10% of your super meter bar, in addition to the normal super meter gains from a kill. Note that the 10% super meter gain is not displayed in white like other kills, but rather it causes the gray portion of the super meter to 'jump' forward 10%. The displayed white portion of the bar is only the normal super energy gained from the kill itself.

Revision as of 16:11, 12 November 2014

Energy Drain
Information
Class Warlock
Subclass Voidwalker
Type Melee
Description A powerful melee attack which drains energy from enemies and uses it to reduce the cooldown of your grenade.

Energy Drain is Voidwalker's melee attack. It allows the player to 1-shot weaker enemies at close range. Initially it reduces the cooldown of your grenades. After upgrades, Energy Drain will increase the player's movement speed, heals the player and reduces the cooldown of the player's Nova Bomb.

Energy Drain activates the buff, Energy Siphon effect, for 5 seconds. While the effect is active, your grenades's cooldown timer runs 1.6 times faster. The Discipline stat boosts Energy Siphon's effect and further increases the grenade's cooldown timer.

Mechanics

Energy Drain Effect Mechanics

The Energy Drain effect is a short duration 'buff' that accelerates a Voidwalker's rate of grenade energy recharge per second for that duration. This is primarily applied when using the Energy Drain melee attack, though it also can be applied through grenades and Nova Bomb if the Embrace the Void ability is selected.

The base duration is 5 seconds. This duration can be increased to 8 seconds by either taking The Hunger upgrade or through the Delusions of Grandeur perk of the Skull of Dire Ahamkara. These duration increases do not appear stack. This non stacking of duration increases may either be a glitch, or it may be the case that the The Hunger ability is actually granted by this armor piece and the description was never updated/clarified to reflect this.

The Official Strategy Guide lists the multiplier to the grenade recharge rate at x1.6 for the duration of the energy drain effect. A far simpler way to express this is:

ED duration x 0.6 = grenade cooldown reduction. Both the duration and the effective cooldown reduction are measured in seconds in this formula.

In either case, regardless of your Discipline score an Energy Drain effect will always reduce your grenade cooldown by 3 seconds on its own or 4.8 seconds with the duration increase from The Hunger or the Skull of Dire Ahamkara. This makes it far more rewarding on a Discipline focused build as it allows your grenades to consistently recharge faster than other characters, especially when you chain multiple instances of this effect during the cooldown.

Multiple energy drain effects can be triggered back to back over the course of the grenade, further reducing the cooldown each time. However simultaneous energy drain effects do not stack, and the durations will neither refresh nor overlap if a new effect is triggered before the previous one wore off. So for a build focused on this skill the use of your cooldown abilities should be spaced 8 seconds apart, or simply wait for the flashing buff to disappear.

Embrace the Void will trigger the energy drain buff anytime you hit with a grenade or Nova Bomb in addition to your melee. This is what enables you to chain multiple energy drain effects over the course of a grenade cooldown, giving you dramatically faster and consistent grenade replenishment compared to other subclasses.

Note that Embrace the Void will NOT trigger the upgrades to your energy drain melee attack (Surge, Life Steal, and Soul Rip) as they are exclusive to the melee ability. The same applies to the Touch of Flame of Sunsingers; it only triggers the Ignite side-effect effect of Scorch but not its melee exclusive Flame Shield or Brimstone upgrades. If these abilities triggered melee upgrades on every grenade hit then it would severely undervalue Strength bonuses and simultaneously make Embrace the Void/Touch of Flame the most overpowered options for those subclasses.

So in breakdown:

Energy Drain effect : x1.6 multiplier to grenade recharge for 5 seconds

The Hunger: increases duration by 3 seconds

Delusions of Grandeur: essentially gives you 'The Hunger'

Embrace the Void: applies the Energy Drain effect to grenade and Nova Bomb hits.

Energy Drain Melee Mechanics

Now this ability has additional properties of its own, in addition to triggering the energy drain effect.

Base damage: 110 void (modified by Light bonus and level differences)

Range: 6m (according to OSG. Or simply x1.5 your basic melee range)

Effects: triggers the energy drain buff (see above)

Upgrades: the melee attack can trigger one of three selected upgrades upon hit/kill. Once again, these upgrades only apply to the melee ability itself and are NOT triggered through Embrace the Void.

Surge: upon a hit this upgrade maximizes your weapon handling stat and increases your Agility to the maximum of 13 for 15 seconds.

Life Steal: upon a kill this upgrade instantly heals 10 points of damage and gives 1.5 seconds of health/shield regeneration. This regeneration occurs even if you are actively taking damage, and is capable of bringing your shields up to full if no damage is taken.

Soul Rip: upon a kill this instantly replenishes 10% of your super meter bar, in addition to the normal super meter gains from a kill. Note that the 10% super meter gain is not displayed in white like other kills, but rather it causes the gray portion of the super meter to 'jump' forward 10%. The displayed white portion of the bar is only the normal super energy gained from the kill itself.

Tips and Tricks

Energy Drain Build

Build: Energy Drain, Soul Rip, The Hunger, Embrace the Void, (Jump, Arcane and Order talents depend on personal preference).

  • Soul Rip - Soul Rip makes Energy Drain worth killing with. When your Energy Drain (from your melee attack initially) kills a target, you will receive a boost to the cooldown of your Super (Nova Bomb). Now, aside from the decreased grenade cool down, your melee attacks also decrease your Super cooldown, provided you KILL THE OPPONENT WITH ENERGY DRAIN. A lot of enemies can be one-shotted with your melee attack anyway.
  • The Hunger - Great, lets make Energy Drain even better. This increases the duration of Energy Drain. Killing enemies will still cause your Super to gain a boost, but you will regen your grenades even faster, as the Energy Drain effect will last longer.
  • Embrace the Void - Now here is where Energy Drain starts getting silly. We have already created a situation where our extended Energy Drain replenishes grenades faster, and Energy Drain kills replenish our Super faster. When we add in Embrace the Void, our Super and our Grenades trigger Energy Drain. You read that right, now all three abilities (Grenade, Melee, Super) trigger Energy Drain, which causes Grenades and Super to replenish faster.

If you are killing things with your abilities, your other abilities are going to regen faster, allowing you to be able to kill even more with your abilities. Coming back to the aforementioned Skull of Dire Ahamkara, you are guaranteed to further increase the duration of the Energy Drain effect. You will also receive additional Super recharge from Grenade Kills, which means that your Super gets increased recharge from Energy Drain Kills or Grenade Kills, and Grenades trigger energy drain, and Energy Drain replenishes grenades and Super. It is very much a "positive feedback loop of abilities".

Regarding stats, due to Energy Drain not specifically replenishing Melee, I wanted some plus Strength gear. As well, I stacked plus Intellect (and have 97% Intellect since Skull gives all Intellect) and it allows me to regen my Super Energy incredibly quickly.

I use Axion Bolt, since grenade DAMAGE triggers Energy Drain. Even if I don't get the kill, the Bolts should hit 1-2 targets and trigger the Drain effect.

Energy Drain is a great time, but I don't know everything about it. I'd love to have some discussion with other Energy Draining Locks, and encourage others to give it a try. The best part is the more you use your abilities, the more you use your abilities again!


Axion BoltEnergy DrainGlideNova BombScatter Grenade
Angry MagicAnnihilateBlink (Voidwalker)BloomEmbrace The VoidFocused BurstFocused ControlLanceLife StealShatterSoul RipSurgeThe HungerVortexVortex Mastery
Ancestral OrderArcane ForceArcane SpiritArcane WisdomChaos OrderDivine Order