Tias, when I play my necromancer I DO NOT recover manager when casting my main spell Teeth.
Yeah, that's classified under "magic" damage. I hinted at that being the one flaw in D2's leech system. But if you have no gear with any of the following on it to help sustain you better for a longer period of time, you're not really going to last long:
+mana or energy/cLV
Mind you, I'm not saying D2 even with all of the options it had was perfect, but D3's only improvement upon it in the current system is that all
damage counts for leeching in life steal.
Currently none of my D3 characters have issues with manager. (Except maybe my Demon Hunter's hatred, but I will admit it is broken)
Perhaps your view on resources is skewed because you play a class with broken regeneration, but no other class has resource issues.
And each one of the following in your list requires a rather specific build/gear makeup. That is, you aren't getting those benefits baseline:
My WD gets mana from Globes.
Requires either specific skills (which take away dramatically from other skills in the process) or gear loaded with pickup radius to utilize that ability with lots of weaker monsters while you down a stronger set.
You're also running most of your skills with some form of mana regeneration, which highlights my points pretty damned well: You did so just to overcome the pathetic baseline regeneration. Run actual damage skills without focusing purely on mana regeneration as you have in that build and your WD suddenly feels like your D2 Necromancer did.
Fun, isn't it?
My Wizard has like 20 APoC and has no issues.
This requires a ridiculously
high level of gear, needing both insane crit and high APoC. Again, not baseline in terms of how it is regenerated
. Highlights that obviously the baseline regeneration here sucks bigtime too.
My HC Barb has many fury generators and plays just fine.
The Barbarian has actual damage coming from its fury generators, along with even better damage coming from its spenders. Welcome to the outlier class. The rest of the classes would like some of your generation love given to them.
My Monk only has Spirit issues with a small amount of enemies.
Your Monk is running with two damage abilities. One is a generator, the other is a fire and forget it unless you are unable to hit a neary monster before Sweeping Wind's timer runs out. Try a build with WoL and see how your spirit regeneration is without at least +10 spirit/second on your gear.
Monks have no
baseline regeneration at all
The entire point, which you've highlighted pretty well, is that regeneration across the board (even Barbarians to a degree) sucks. Using things like Into the Fray to overcome the lack of natural resource regeneration for nearly every build that doesn't purely use generators shows it's a crutch and the system needs redesigning.
Overall the costs of spenders are out of whack with current regeneration capabilities unless you overcome that with uber gear, making you feel weak for far too long until you do so.
The problem that players don't want to see repeated is having to gimp your output to have any form of diversity or gimp your sustainability to have any output. Both designs go completely against the concept of building your characters into gods amongst the people.
I'm hoping the BlizzCon revelations about RoS offer a glimpse of a better future. Just remember though how your Warlock felt once MoP hit and try to consider that others might not enjoy such a drastic transition.
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