Evasion and armour, dodge(to a lesser extent, because it would require sources from outside acrobatics) and block are all things that can be run on an Energy shield based build. The added map mods themselves, on paper, aren't imbalanced. The issue here is the stand-alone nature that es has at this point in time, and that is what needs fixing. Life based builds are forced into other defenses to function, Energy shield builds aren't.

To me, looking just at these Mods, it feels like they implement parts of a set of changes, instead of all of it, out of fear of losing playerbase.

 

You guys make it out to be way more than it is. I feel like the effect it gives is ok. It's also granting a Buff, not direct stats and that means flask effectiveness doesn't affect it.

 

There's a point to be made about having 55%(or more based on flask effectiveness) phys as extra chaos at the press of two buttons; a point on the fact that it's yet another physical related flask - and we have way too many great flasks for that and too few for other damage types. But that's a discussion on the tools we have as a whole, and not the flask itself.

 

The problem with this unique by itself is the base item, which is way too good, not only in terms of it's smoke cloud, but also it's long base duration and low use/recharge.