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BloodMage Needs Help

Recknod

Legacy Supporter 2
Joined
Jun 7, 2011
I have recently speced bloodmage and hit level 10.
From the description i read in the wiki I figured BM would act as the offensive healer in the game.
BM skills look like this for those of you who dont want to check wiki.

Bandage 5 25 0 Heals target.
Syphon 10 33 30 Drains health.
Fireball 20 75 5 Hurls a fireball at the target.
Leech 30 5 5 Drain mana from target to caster.
Smite 50 100 5 Holy Damage

I hit level 10 and was excited to start sucking the health from my opponents.
/bind syphon and let a rip on a passing by skele.
"Recknod used syphon on himself".
Turns out syphon is a 2:2 selfdmg:healtarget
Factoring in that all other heal specs can heal 3 hearts with no self damage as well as the fact that bloodmages have no self healing spells. Syphon is 100% useless.

Level 20 will be fireball.
A useful spell but considering that all nonspeced casters get it from level 1 it seems like a filler rather then a lvl20 speced spell.

Leech
Restores mana to full.
This ability could be used to allow you to chain fireballs or at 50 smite.
But both of those spells are standard to most healers/casters.
There is nopersonal feel to either.

Smite
Im not sure on the damage from this spell but it comes standard to all healers.
Again combine with leach it could be combo'd.

This hybrid combination of moves just doesnt seem to be viable in any party build.
As a damage source BM's can put out mediocre damage that most other classes can do at the lowest levels + a variety of other moves.
As a heal source BM's can only heal 2 hearts per 30s at the cost of their own unarmored health.
This would leave them extremely vulnerable to be focused leaving your party at a -1 disadvantage for a 2 heart heal.
If I were to make a 3m 5m or even an open party I would replace a BM with either a full spec heal or Damage.

-My suggestion for reworking BM's into a viable hybrid healer/damage would be based mainly off of health management rather then mana. Mana would be used more as a CD system to limit the amount of spells that could be cast in a row as well as force the player to choose the correct combination of spells in order to meet the demands of the situation. Either using spells to step in as a healer or using the correct combo to act as a Dps. You wouldnt be able to "have your cake and eat it too".

Bandage 5 0 0 Heals target.
Syphon 10 35 Drains Health from target enemy
Transfusion 20 5 35 Transfers health to target player
Blood Boil 30 5 35 Damages target enemy setting them on fire in exchange for health
Life Tap 40 30 5 Restores casters mana in exchange for health
Blood Wall 50 5 35 Caster places a 3x3 wall at target location in exchange for health

As i stated above this kit would be managed mainly based on health with mana acting as the CD hence most Cd's being low. The Mana costs would also play the part in limiting the amount of spells you are able to cast (generaly 2-3 before having to lifetap or back away and wait for mana regen) as well as not allowing a player to spam syphon the entire engagement.

Bandage-Standard

Syphone- This will be the BM's bread and butter. It will be the only source of health regen other then food. All other spells as you can see will cost health. The health regen factor on this is far more important then the damage. I would suggest 2.5:5 dmg:health regen.

Transfusion- The Bm will transfer his/her health to target freindly player at the loss of thier own health. This ability is what defines the BM as a hybrid. Transfusion will allow the BM to transition to a extra healer if the situation calls for it. Given they will by no means be able to sustain the roll of a healer seeing as they themselves will become extremely vulnerable by repeatedly casting Transfusion without combining with syphone. It will merely allow them to throw out a few quick heals if the true healers are falling behind. I would suggest 3:3 heal:selfdamage

Blood Boil- BB would act exactly the same as fire ball but would have no initial burst damage. I would act more as a DoT(damage over time) using only the fire aspect. I would suggest 3:1.5 damage over time:self damage.

Life Tap: Life tap would act mainly as an Risk:Reward spell. It would esentialy allow for additional spell casts normaly restricted by the mana costs(2-3 spells with out LT). This spell will also make players choose their roll of healer/dps correctly in a situation. If used incorrectly to overheal/powerplay dps without rotating syphone into the combination enough an unskilled BM could leave themselves with little to no health and essentialy no spells available for use. I suggest 50:3 mana;self damage

Blood Wall-
BW would be the BM's form of cc. It would simply place a 3x3 wall at target location(I was thinking neither rack). This would work on many levels. Give a BM that has over extended their health a chance to heal/escape, Block an enemy fro escaping, block an enemy from a low health team mate to allow them to get a heal. I would suggest 2 selfdamage to cast.

Thanks for taking the time to read.
Bloodmage just seemed lacking in its current state.
I understand there are 20+ other specs and a million other server issues you are dealing with.
I just figured Id throw this out there.
Thanks again

~~Recknod
 

ChunkyM0nk3y

Legacy Supporter 4
Joined
Mar 22, 2011
An Excellent idea, I absolutely like your New skills, I Hope kainzo and rightleg will have a Look at it :eek:
 
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