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Together, engergy shield will be used for spell cost and for taking damage you should get from mind over matter.
What it does really is that instead of getting hit to ES and then life, you'll get hit part life and part ES (or mana when there is no more ES).
Pro :
1. ES regen significantly faster than mana so it's great if you want a way to spam spells/skills.
2. You can reserve 100% of your mana with herald/aura skills since you no longer use mana.
3. Don't need to be bother with +mana/mana regen gear. So if you go mom, can just focus on +es and +life gear.
Con :
1. Arcane surge no longer works as a skill link as you are not using mana.
2. Start of ES is much slower, aka a delay before you start regen when you get hit by damage.
With MOM, damage is distributed 60% and 40% per hit taken. 1000 damage taken = 600 removed from life and 400 is from mana. Plus EB, that 400 is removed from the ES instead of mana. When ES=0, any excess damage is taken from life even when you have mana.
Example: EB+MOM builds, your character have 4500 life, so you want to have gear that's giving 4500x(4/6)=3000 ES, making an effective hp of 7500. In the end, optimally, you will have 4500 life, 3000 energy shield and 0 mana (all used for reservation).
Good only if want to spam with spells or skills and have a playstyle that does so...
Uhm actually, it is 30% of any damage, not limited to hits since 3.0
And why do you want to have 2/3 of life as ES if you only loose 1/3 of damage from it?
If you use Devouring Diadem (which has a built-in EB) with an Enlighten support, you can run two 50% and one 25% aura (or Aspect from another piece). If you are running Eternity Shroud, since Diadem can't be chanced with shaper base, you could take reduced reserve nodes from tree and craft helm or something using shaper base, with lab enchant to reduce reservation, which can work just as well.
It is an accessible way for witch, shadow and ranger to get more ehp, as life nodes are not as common in those areas.
To maximise ehp, just keep life to ES ratio at 7:3. With ES leech, you don't need to specifically account for ES as cost for skills; if you do enough damage, you will find that you are almost always going to be at full ES.
Opps my mistake, it's 7 to 3. Heh, was using a templar so it bumps it to 6 to 4 due to an ascendacy. Just adjust the formula to lifex(3/7). It's an example... Just giving an example where you have 4.5k life due to skill tree nodes and gear. Optimal , you should have 4.5k life + 4.5k*(3/7)es.
Just wording issue with "hit". Any damage taken. So for the 6 to 4 example, you can endure a 7.5k-1 damage from a savage hit from a boss and not die in one shot...