Blood Mage feedback and suggestions
I definately love the Blood Mage archetype, and I really feel the archetype through the drawback of life cost it has. And with the upcoming alternate Ascendancy Behemoth in PoE1 not being able to use spells, I think sometimes the drawback is the one that can bring the archetype alive.
That being said, the first Ascendancy point Sanguimancy forces players to crit, and I would move it away, and give something else to the Life Remnants. Let's see if you get my idea with these suggestions. # Sanguimancy (added in edit) Current: Grants Skill: Life Remnants Skills gain a Base Life Cost equal to Base Mana Cost Suggestion: Grants Skill: Life Remnants Skills gain a Base Life Cost equal to Base Mana Cost 2% increased damage for each 5% of life overflown # Life Remnants Current: 25% chance to spawn a Remnant on killing an enemy Spawn a Remnant on Critically Hitting a target, no more than once every 2 seconds Suggested: 30% chance to spawn a Remnant on killing an enemy # Gore Spike Current: 1% increased Critical Damage Bonus per 40 Life Suggested: 1% increased Critical Damage Bonus per 40 Life Life Remnant can spawn a Remnant on Critically Hitting a target, no more than once every 3 seconds # Open Sores Current: Your Curses have infinite Duration Suggested: Your Curses have infinite Duration Life Remnant spawn a Remnant from a cursed target once every 3 seconds (comment: a singular Remnant, not from every cursed enemy. I think if the curses are not removed on death, there would be corpses occasionally spawning Remnants.) # Vitality Siphon Current: 10% of Spell Damage Leeched as Life Suggested: 10% of Spell Damage Leeched as Life -- Choose one -- Life leech values grants an equal amount of life cost refund on hit Life leech values grants an equal amount to reduced life cost of skills (comment: it is as if part of the spell cost is taken from enemys life) Life Leech can overflow when not on full life) (comment: its idea was to overshoot to some, but not to allow easy way to top overflow without Remnants or other build ideas or conditions) # Grasping Wounds (added in edit) Current: 25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead Suggested: 25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead Life Recoup effect can overflow (comment: There is a surprisingly large number of life recoup effects in the witch tree) # The vision
Spoiler
Effective Blood Mages need to figure out how to keep their overflown life capped out all the time. A perfect Blood Mage archetype is not just tanky, but also dangerous with damage.
Last edited by Celd#2630 on Feb 17, 2025, 2:36:54 AM Last bumped on Mar 1, 2025, 11:15:57 AM
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One additional suggestion is to split the Life Cost with skills to the small Ascendancy nodes. The goal for the effect is that we do not immediately have the 100% of mana cost as life cost, but in steps of 20% or 25%.
To clarify, the very first small Ascendancy node would be something like this: # Life 3% increased maximum life 25% of mana cost is added as life cost As a mage archetype that uses blood to empower its magic, a gradual increase in the life cost would need to be worth it, and with players that is often with damage increases. I would add the life cost line to a total of 5 small nodes, all before a damage related Ascendancy point. Specifically to spell crit, bleed on crit and life leech small nodes. |