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So my overall advice to get into the class more is to try and dash through monsters and not spending too long without dashing when you have orbs on you (unless you have a high HP pool).
@punisher, the bloodmancer is unlocked later in the game, you will know it when you find it! Don't wanna spoil anything here on the forums though :P
You can see though how the current way everything is implemented can be frustrating, right? All your dashes are on cool downs and you're constantly trying to get rid of those blood orbs so they don't kill you. Which means that the blood orbs will be constantly draining life while I wait for the cool down to reset, or waiting for a window to dash into an enemy. Add also that I'm constantly dashing towards enemies, or away from them just to get rid of the blood orbs, which means I'm always putting myself in harms way, so it makes for very hectic, haphazard fights, which end up costing you more life. It's not a fun way to play.
The idea behind the class is cool, but everything I have experienced regarding how this game plays, and what you need to do to survive, doesn't support this type of class well as it is currently designed. Also the Bloodmancer get's far fewer equipment unlocks than the other classes, why?
I've played other games with classes like the Bloodmancer and I know from playing those games life leech is almost always a percentage of attack damage, and life to cast is a percentage of life, or a flat cost. Often the spells are DoT, and summon spells because constantly casting drains life far to fast for the life leech to negate. Just something to think about.
Caviat:
I havent unlocked the bloodmancer yet. That said i use the rings as DIY- healing: if a creature is cornered/crippled/spazzes out i pocke it to death with the ring and gain a health profit of +5-+20. Its usefull but tedious.
The following is a mere suggestion to spice it up
The bloodmancer could utillize the blood in 3 different ways "Stances".
1. Vanilla-Stance
Basicly how it is now.
2. Feeding-Stance
Damage increases moderatly / healthgain increases drasticly, but no bloodcurrency is collected (or the collected blood heals instead of beeing currency)
3. Purging-Stance
Damage increases insanely / healthgain increases drasticly, but stored bloodcurrency is used for spells (Bloodcurrency is collected) if blood currency is depleted health is used.
Progression wise these stances could be tied to items/rings/etc
Also +1 OP`s original idea to give more crits on low health