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
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.

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