Bloodmage (Blood Mage) Issues and possible solutions.

* Sanguimancy is a chore and not worth picking until you have enough points to take Vitality Siphon as well. Could be improved if the node before Sanguimancy would split-share the 10% spell life leech 50-50 - VS would grant 5% leech and 3% increased max life instead.
* Life Remnant orbs spawn quite often in out-of-reach places or are simply unreachable before they despawn considering, as a witch, you're fighting at range rather than in melee. Instead of having to barrel roll all over the place to get them, I think it would make more sense if the Remnant orbs would either have a larger "sucking" range or make them trace your location very slowly if you are in an x-meter radius.
* Couture of Crimson, I would like to believe that it was designed to synergise with the Bloodmage. For a while it made my build a bit more viable and sustained. However, there is a very annoying and game-breaking issue with this item, not only with leech overflow but also in combo with the Life Remnants - overflowing over 2x max health disables all Persistent skills! If you guys could fix this thing at least, it might actually make BM viable even if you don't change anything else.
* Life-related passive nodes (especially the most useful) are too far from the witch's quadrant. Since some nodes split between Sorceress and Witch it would be great if some minion nodes, on picking BM, would give some life benefits to the character instead of the minions.

Bottomline Bloodmage is a very cool archetype and I love the life-casting animations, not to mention the artwork! a bloody awesome design (pun intended). I don't think what I proposed would make mages broken in any way, and the Couture of Crimson needs to be fixed anyway - unless it was intended but that would make 0 sense to me.
We love this subclass and we really want to enjoy playing it, please GGG?
Last edited by Harefiend#1576 on Dec 13, 2024, 2:31:37 PM
Last bumped on Jan 13, 2025, 4:21:36 PM
Hi , i play bloodmage hexblast blasphemy despair.
with this armor it would be super awesome, however anytime overflow arrive at gis peek (double life) it stop all aura from working (spirit gets unallocated)
this is very game breaking :s did you see this problem ?
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* Sanguimancy is a chore and not worth picking until you have enough points to take Vitality Siphon as well. Could be improved if the node before Sanguimancy would split-share the 10% spell life leech 50-50 - VS would grant 5% leech and 3% increased max life instead.
* Life Remnant orbs spawn quite often in out-of-reach places or are simply unreachable before they despawn considering, as a witch, you're fighting at range rather than in melee. Instead of having to barrel roll all over the place to get them, I think it would make more sense if the Remnant orbs would either have a larger "sucking" range or make them trace your location very slowly if you are in an x-meter radius.


These two are really the only things that need to be fixed apart from certain things not even working like Gore Spike.

Life Remnants and Sanguimancy just don't feel good together. I can never overstack my hp because I am using it to cast spells. I guess the idea was to have you overstack so that you are not eating into your "Primary" pool but it just does not work this way.

Sanguimancy should be a full life cost not this split cost rubbish, more of an advanced blood magic, full life cost but you can keep mana.

At least then I would have options. I could go Mind Over Matter with EB and stack mana as HP. I could go Eternal Youth with ES and use my life as a recharging mana pool. Or go ES and use my life with life regen instead of Mana.

Currently my way around the horrid Sanguimancy on my blood mage is to use Living Bomb with archmage and do split fire/lightning damage.

Living bomb hits hard, has a fast cast rate and decent AoE, benefits heavily from the 15% crit node as its base crit is only 8% (Could be more) and with Archmage it only costs mana. I pick up a few of the Mana before life nodes (40%ish) to buff my defence and split life/mana. This allows me to maintain life remnants and gives me about 4.4k life with roughly 3.1k mana in current setup.
What is the point of Sanguimancy? You force us to have to take it if we go Blood Mage, but all it adds is a hinderance. Allow me to put this into numbers. I spend 218 Mana + 218 blood to cast a spell and only have a 25% chance of getting a Life Remnant that gives me 96 life back. If I am able to get to it before it disappears. This means you have Tripled the cost of my spells and I have received nothing in return for it. Yes Tripled! I have to pay mana like every one else does for their skills, but I also have to pay HP and I now have to spend skill points to manage the HP loss on top of the skill points I would normally sped to manage the mana costs.

Idea for solution: Since the Blood Mage is supposed to be using blood to fuel her skills remove the mana pool entirely and change all the nodes on the skill tree to affect HP at half value. This would mean that nodes that normally give manna would give half that amount to the hit point pool and nodes that increase mana regen would increase HP regen at half that rate.
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What is the point of Sanguimancy? You force us to have to take it if we go Blood Mage, but all it adds is a hinderance. Allow me to put this into numbers. I spend 218 Mana + 218 blood to cast a spell and only have a 25% chance of getting a Life Remnant that gives me 96 life back. If I am able to get to it before it disappears. This means you have Tripled the cost of my spells and I have received nothing in return for it. Yes Tripled! I have to pay mana like every one else does for their skills, but I also have to pay HP and I now have to spend skill points to manage the HP loss on top of the skill points I would normally sped to manage the mana costs.

Idea for solution: Since the Blood Mage is supposed to be using blood to fuel her skills remove the mana pool entirely and change all the nodes on the skill tree to affect HP at half value. This would mean that nodes that normally give manna would give half that amount to the hit point pool and nodes that increase mana regen would increase HP regen at half that rate.


Sanguimancy is broken for sure.

Blood Magic already removes your mana pool and makes everything cost life only (And literally doubles the cost of HP if you have sanguimancy). So your suggestion on Sanguimancy is pretty much a clone of Blood Magic. They do need to remove the mana cost and make it life only, but to keep it different from Blood Magic you get to keep your mana.

Life Remnants in its current format will not work with this settup because you will almost never overstack unless you can kill 1-2 screens in a single skill. Life Remnants as a skill should either be removed or make it give you some kind of stacking life regen buff.

Or change it to Life Surge the same as Arcane Surge but for life regen and instead of cast speed we get more spell damage - Modifiers to arcane surge also effect life surge.

Last edited by Cyriac_Darakus#1022 on Jan 13, 2025, 4:28:32 PM

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