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Unfortunately curses and dots don't hit.
Outside of that blood mage needs a rework. Forced accendency points are never a good thing.
True, he seems to be the type to do so, doesnt even bring any criticism, just tries to spread hate
that is because he doesnt even have a clue about the game, he just got clapped
i also have criticism for this game, but these people are truly something else
An ego as big as the entire world, but zero skill, that is probably why they are so mad at everything in their life
Infinite duration on curses is also extremely yum. I would recommend that second over 10% life leach because many enemies resist the life leach and it doesn't work on over max health (Which you will be at most of the time). More BASE heallth you have, the more bonus you get from over max health (not more you heal from orbs though, but at max you can keep yourself pretty well topped off even fighting bosses.
I will agree that you should be able to grab the orbs from further away though, hopefully they change that.
You can get SO much health and max health though it's pretty silly. High end Eshield armor can net about 1000 Eshield, which nets you 1000 addtional max base health, which turns into 2000 max health lol. I know you might be tempted to go for the 15% base chance to crit and higher crit multiplier, but...the crit chance of many spells is already 10%, so it's just a 50% increase, which you can easily get along the way.
Try and grab the %damage recouped as life as well in the tree. Makes a huge difference when you have such a insane life pool.
Crit % is really important for blood mage. You also generally want to stay away from DoT (other than from your curse/s). I suggest focusing on one element and pumping that up. Shock or Ice works the best I think (I prefer Ice as it adds even more defenses to an already insanely defensive build).
Crit % chance with the right passive tree nodes and eq bonuses can hit around 40%, and you are constantly hitting enemies/bosses so you have a non-ending stream of health orbs. Meanwhile your doing tons of damage with those crits as well (You could sacrifice the extra survivability of eshield on body armor added as extra health and 25% of damage of hits done over 4 seconds (which is ALOT of extra survivability) for 15% base spell crit and 1% crit damage bonus per 40 life. I may swap that around eventually but I like the current setup.
That would add ALOT more damage and basically make you get orbs 33% faster. You still are going to want a TON of life from equipment (Basically want it on every piece for either setup).
Since you basically double the max hp anyway, with good end game equipment, I'm betting most will go the crit route eventually. It'll make you less reliant on crit nodes in the tree as well, which gives you a bit more versatility.
Anyway the blood mage is good, but you need to plan for it even before you get the first ascendency. If you have +max life, decent strength (just min needed for skills/equipment on dex/int) and especially good crit chance, it won't be a bad thing at all. Attacks that can 1 shot many players will not even take half of your health and you will have orbs you can roll into to get it all back right away, and that is even with just the first node.
Don't give up, if you don't like it play something else for awhile, but it's cheap to respect a tree, even all the way back if you have to (and honestly the start of the tree is pretty much the same for everyone, it's just if you grabbed the crit nodes along the way. Get equipment that works well with the ascendency as well, and perhaps change your main attack skills.
Ice initially works really well, critting with ice attacks often causes good freeze on enemies, and before they unfreeze you blow them to smitherines. Ice wall is also VERY defensive and works well with comet which blows it up and damages everything. Shock spells also work well, boosting damage and working well with crit again. I didn't try fire personally (used fire on my Infernalist), but it could probably work well also, just pick an element and make sure you are hitting things constantly so you get lots of crits and orbs (although with large packs you also get tons of orbs just from killing).
Best of luck and don't give up!!
1) Bosses have way too much health. One person in their guide about Blood Mage said it takes a few thousand mana to down a boss. Now convert that to HP and there's a glaring issue.
2) The HP recovery for Blood Mage on bosses is trash. It's not bad when there's tons of mobs to kill and they die within a reasonable time, allowing HP recovery from the orbs that drop. But relying on crits for HP recovery at the level you can unlock Sanguimancy essentially destroys the class for boss fights. You have to respec until you don't have Sanguimancy anymore to get your class back to being viable for boss fights again.
2a) Blood Mage is the only ascendancy (currently) that has a node you HAVE to take in order to progress into the ascendancy tree. This cripples the ascendancy's viability.
IT does suck that you are forced into taking sanguimacy before anything else, I totally agree with that. Part of the problem is they JUST released the ascendency information so people didn't know what they were getting into before hand.
With a setup prepared for it, the first node IS a bonus and does make your character more survivable. The hp loss is greatly mitigated by the healing if you have high crit chance already and by the point you get through the first trial, you can have a significant boost to your crit chance (around 20% or so). With fast hitting attacks that is alot of orbs, even if they don't heal by that much at that point (and you can have VERY fast attacks on a wand/staff etc that costs nothing as well). That gives you free hp with no loss at all.
I do think it should be an ability you CHOOSE to use. There is no reason at all that it needs to be on always and you can't get anything else in the tree without taking it. Make it like any other ability that you right click to have active and that will solve most of the problems. Even initially it's pretty great vs mobs/random killing. It's against bosses especially ifyou have not geared and setup your passive tree for it, that it can actually be a negative.
Double max health though is pretty great, the only minor thing I think would make it better is if you also could use health regen/flasks etc to reach your new double health total. You can only "heal" over with orbs and early on the orbs don't heal a ton. The do go up in how much they heal, but you won't have that when you first get the ability and need it the most.
Crit build only viable at end game when you have access up to tier 3 gems and gear..