The Blood Mage: Its current state, what's causing it, and suggestions for how to improve it.
I agree until you're ready to get your next 2 ascendant points the first node is basically a liability. The orbs are a nice buff but disappear quickly especially since you're not front line and also if you wipe at a boss you start at normal unbuffed health (as you should) but then your mana = life cost is a huge liability.
If it even had some innate perk like +10% damage it might be worth it |
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" I personally would rather like to see a split version of Sanguimancy: * 1A Skills Cost Life instead of 50% of Mana Cost + Life Remnants node * 1B Blood Magic + Life Remnants node There might be a good reason to take 1A over 1B later into the development. By the muscular golden arse of Innocence! -Kirac
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+1
Please fix Blood Mage. |
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Would be nice for GGG to see this...
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Bump, I would like to have more than 3% hp as my ascendancy
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With the improvements to leech, here's my take as a lvl46:
Sanguimancy with Vitality Siphon AND life regen (gear + vitality + font of blood on frost wall) is OK outside of boss fights. In a boss fight, I'll drain myself with a 165 life cost curse and I'll be actively bothered by this weird ascendancy many times during the fight. Enfeeble costs 18% of my total life (+ mana cost). I will not risk moving in to grab the life orb which is either hidden under the boss, a frost wall, in a pool of poison or something like that. Before getting the 3rd and 4th points, I had to remove Sanguimancy to play. Now I'm able to do most of the content because I'm investing heavily to negate the downside of this ascendancy. I'm having fun testing this out, but man it sure feels like I'm punishing myself using this ascendancy. |
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ggg please buff this ascendancy
feels bad man |
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Honestly it was obvious sanguimancy would be scuffed as soon as they showed it, especially once it was revealed to force your to go crit. I don't know how they didn't realize this. Here's some ideas for changes
-Splits life and mana costs 50/50. Now that we're forced to have a life and mana flask, a 50% reduction in mana costs is probably fine -I would say change it to be a buff skill that give major bonuses for it's downside, but that might make it too close to demon form -Revert gore spike to crit multi per 20 life. We aren't getting as much life so 40 life seems way too high -Change the delayed damage to be over 8 seconds to coincide with the changes to recoup. As OP said we have way less recovery so this would just bring it in line with the new game One of 3 ways the heal is changed -Blood orbs changed to pop out of the boss every time you deal a % of your own life as damage instead of forcing crits -Your character gets a heal over time based on the MANA that was spent on a skill. The life regen nodes on the tree being changed to a multiplier would synergize with this. You could also increase the mana cost portion for a proportionately larger heal. -Spell leech is simply put on sanguimancy and the leech node is changed. I think this is the most boring option though Last edited by Herbeh#6842 on Dec 17, 2024, 7:03:38 AM
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Agree 100% but I think the bloodmage should get 50% Life and 50% mana (instead of 100% life 100% mana) to distinguish it from Blood Magic, I don't think they'll ever give the exact same node inside an ascendancy, esp if it doesn't stack.
Also I'd like to see the life reservation for more spirit stuff in bloodmage rather than infernalist. Also just generally FUCKED that no Witch ascendency is compatible with CI. Even if the 3rd one will be, 2/3 aren't? Weird themeing. Take the HP sac stuff out of Infernalist and put it in Bloodmage imo. Last edited by RedaOu#0533 on Dec 17, 2024, 7:13:34 AM
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" I agree with basicly everything. I would just add that fyi Gore Spike currently isnt even working. If you dont have your full ascendancy you are stronger with no points spent then 3/4. If your at 4/4 its arguably better to take your ascendancy granted that you take the leach and base crit. Its a sad state when its actually a discussion if its worth using your ascendancy points. I also think the ascendancy has some bigger overall problems. It feels like something thats designed for POE1 where you actually could stack alot of life and life regen and take advantage of the stacking crit dmg. But in POE2 most of the nodes become almost useless. Your forced to take the first non optional node, then unless your playing frost your basicly forced to get the base crit, which also forces you to take gore spike first, which is a very weak node and currently isnt even working. So then you have 1 node left that is optional, and unless you have insane gear you are again forced to use it for leach. Even if they fixed the nodes that arent working and buffed sanguimancy, the overal setup of the tree leaves no variations. And the setup your forced to take isnt especially exciting or unique, ur just a witch with higher base crit and a small crit dmg bonus from ur life. I would love a small to medium redesign where they focused more on the other more interesting nodes. Like bleeding for spells and stacking es to get bonus life. In addition to fixing/buffing gore spike as you mentioned. If they either replace Sanguimancy with Blood Magic, or even something different like Sanguimancy moves half the mana cost as life, so you get cheaper spells at a cost of life. They should also remove the crit dependancy of the node. Since your spells cost life you are alredy locked out of alot of builds that use CI or mana stacking, by making Sanguimancy have a crit dependancy your just removing even more build options for blood mages. If they made some changes like this and maybe some changes to the tree to better support bleeding closer to the witch tree then you could see some cool builds popping up. Using spells to bleed and stacking es to gain more life ,etc. |