Suggested Rework to Sorrow of the Divine Sulphur Flask

It sounds like a powerful item on paper, but it does not do exactly what it is intended to do. It is also a little bit clunky to use because life flasks used just before the Sorrow of the Divine do not get applied to energy shield. Here is my suggested rework of the flask that would make it useful to the hybrid life/es build for which it is intended.

Quickening Flask Mechanic
Suggested Rework for The Sorrow of the Divine

Replace Zealots Oath and Life Recovery From Flasks Also Applies to ES during effect with a new effect called Quickening.

“Your vitality quickens, and your shield hums with life. All healing that touches your body now also reinforces your barrier.”

Effect Duration: 11.9 seconds (with 5% quality and 42% increased duration)

Mechanic:

Energy Shield Recharge does not activate during the effect.

Aggregate Recovery Sources
During the flask effect all Life and Energy Shield recovery sources including:

regeneration (from passives, jewels, auras, gear)
leech (Life or ES)
recoup (from Vampirism branch, 20% of damage taken over 4s)
Life flask recovery

are summed into a single pool called Quickening.

Proportional Distribution
Quickening is distributed to Life and ES pools proportionally so that each pool receives the same percentage of its current size.

Recovery per second for Life = Life pool * (Total Quickening / (Life + ES pools))
Recovery per second for ES = ES pool * (Total Quickening / (Life + ES pools))

Because this is proportional to total Quickening, the distribution changes dynamically as Life and ES recovery fluctuates during combat.

Both pools gain the same relative boost, keeping sustain balanced.

Numerical Example (Life/ES Wand Attack Build)

Pools and recovery sources pre-flask:

Life
Attack Damage leech (0.5%, multi-hit Kinetic Blast)
540

Recoup (20% damage taken)
400

Regen
300

Total Instantaneous Life Sustain
1240 LPS

ES
ES leech (1.9% Damage)
75 (caped, restricted to one instance)

Regen
16

Total ES Sustain
91 ESPS

Quickening total: 1240 + 91 = 1331

Proportional distribution:
Life pool = 1567, ES pool = 757
total = 2324

Percentage per pool = 1331 / 2324 ≈ 56.8%

Recovery per second:
Life: 1567 * 0.568 ≈ 890
ES: 757 * 0.568 ≈ 430

During flask (adding Life flask recovery, 500/sec):
Quickening pool = 1331 + 500 = 1831
Percentage per pool = 1831 / 2324 ≈ 78.7%

Recovery per second:
Life: 1567 * 0.787 ≈ 1233
ES: 757 * 0.787 ≈ 595

Dynamic distribution:
As Life and ES regeneration/recovery/recoup sources fluctuate during the effect, the value of the percentage changes, but the percentage to each pool remains the equal, allowing ES to keep pace with bursts of Life recovery for the duration.

Gameplay Justification
Attack Damage leech (0.5%) is significant for multi-hit skills like Kinetic Blast. Dozens of hits per attack can potentially create hundreds of LPS.

Recoup (20% of damage taken) adds further Life recovery.

ES leech is capped (10% max ES per instance, 10% total), so small ES pools struggle to recover.

Life overflow vs ES starvation:
Wand attack builds can generate abundant Life recovery but minimal ES recovery. Quickening redistributes all Life recovery to ES in proportion to pool sizes, solving the starvation problem without altering total recovery or breaking caps.

Dynamic proportional scaling ensures that as Life or ES recovery fluctuate, both continue to recover in a balanced, responsive way.

Benefits
Life recovery remains strong while ES receives meaningful sustain, even with a small pool.

Multi-hit attacks like Kinetic Blast become hybrid sustain engines, turning Life surplus into usable ES.

Total recovery is unchanged. The effect redistributes sustain rather than increasing it, maintaining balance.
Last edited by ScottSteven8295#4411 on Mar 16, 2026, 12:45:33 AM
Last bumped on Mar 16, 2026, 12:35:01 AM

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