iAlchemist
Legacy Supporter 3
- Joined
- May 29, 2015
This is a very simple suggestion, because bloodmage is lacking in it's 1v1 capabilities. It literally can't fend for itself very well against any class with mobility or ranged attacks and its outclassed by clerics and Druids in team fights due to its lackluster healing (which you'll get mostly from blood bond and nothing else, because one heals very little and the other costs 22% of your mana pool to cast.). Although bloodmage lacks support like cleric or druid, it does have a much stronger damage output, at the cost of significant amounts of mana. Like; the class burns out of mana VERY quickly, especially with blood bond. So here are my two suggestions.
First, the level 50 skill stealessence is not usually worth casting. First, it requires you to know exactly what buffs may be on an opponent, and whether those buffs are stealing. Second, the mana is just better spent elsewhere unless you can pinpoint someone who has one of the gold buffs, which 9/10 times, you will never know if someone has one. Instead, replace this skill with a skill that helps the class regain mana, possibly like replenish, or even something similar to dark ritual called transfusion where you exchange health for mana (which fits well with the concept of the class anyways)
Second, bloodmage gets overwhelmed very easily, can't sustain well on its own, and just doesn't do enough damage to really defend itself either. I think adding a root could be a possible fix for this. Thicken blood prevents an opponent from using stamina, but it's useless against most casters, and most warriors can handle wailing on you with left clicks instead of with strike/impale/bash, etc. If this skill was replaced with entangle, it would allow the bloodmage some breathing room, and allow it to be a bit more effective in a 1v1 situation where it may have to escape or land another blood union based skill. Entangle would be effective against all types of classes, instead of thicken blood, which would only be effective against rogues and warriors, pyromancers, and disciples. Most of these classes already can easily kill a bloodmage due to the skills that they already have, and since thicken blood only lasts 2 seconds, bloodmage won't be able to do much for itself. Maybe land a siphon blood, or get a pitifully small heal from infusion off before they're back to getting smacked/tossed/bashed all around getting the tar eat out of them.
These are just ideas to make bloodmage a bit stronger in solo play AND team fights.
--But alchemist, support classes are not meant for solo play!!--
My response:
Say that to the Druids, Clerics, Disciples, and Shamans all running around just fine in solo play.
--Alchemist, Bloodmage is stronger in teamfights, so making it stronger in solo will make it OP--
Response: There is a reason no one touches bloodmage with a twelve foot pole. At least anyone with common sense that is. Bloodmage is outclassed in every aspect by another class. Druid and Cleric will easily remain useful to a party a lot longer than a bloodmage will due to their heals and their mana. Bloodmage has very little heals, and the only major heal it has takes 22% of its mana to perform. Not to mention blood bond which will quickly take the bloodmage out of the fight after casting 6-7 skills. You can say that bloodmage has better damage, but you'd be wrong, yes, it deals damage better in short spans of time, I
But it barely has just enough mana to kill a low level beguiler on its own. Druid has innervate and a larger mana pool, so it will live longer and have more casts, and will eventually do more damage and actually kill his target. Cleric may not deal damage, but the heals that it does have easily outclass anything the bloodmage has access to.
--iAlchemist, bloodmage has one of the strongest instant heals in the game, blood ritual, why is this not OP enough?--
One thing defines my answer without description, but I'll provide one anyway: 22% of my mana.
Basically, by the time you get the blood union to perform the skill, you're already low on mana if not out. Casting this skill to give you Healy will only kill you in the end, and if you use it on an ally, sure you healed them, but you won't be doing any healing for a long but of time after that. Once you cast this skill, it's pretty much over for the bloodmage to do anything.
Thank you for reading, I understand if you disagree, but please only post well thought out arguments.
The mana regain skill concept:
Tranafuse: You pay 100 Hp to restore 14.7% of your mana per each increment of your blood Union, maxing out at a mana gain of 58.8% at blood union 4. Removes all blood union on use, CD 10s-12s
Possible concept for a balanced entangle
Blood freeze: Can only be cast with a blood Union of 2 or higher, root the target for 2 seconds. Causes a bleed after the root at a blood Union of 4
@Kainzo so you can look at this.
Written on mobile, so please ignore typos/grammar errors.
First, the level 50 skill stealessence is not usually worth casting. First, it requires you to know exactly what buffs may be on an opponent, and whether those buffs are stealing. Second, the mana is just better spent elsewhere unless you can pinpoint someone who has one of the gold buffs, which 9/10 times, you will never know if someone has one. Instead, replace this skill with a skill that helps the class regain mana, possibly like replenish, or even something similar to dark ritual called transfusion where you exchange health for mana (which fits well with the concept of the class anyways)
Second, bloodmage gets overwhelmed very easily, can't sustain well on its own, and just doesn't do enough damage to really defend itself either. I think adding a root could be a possible fix for this. Thicken blood prevents an opponent from using stamina, but it's useless against most casters, and most warriors can handle wailing on you with left clicks instead of with strike/impale/bash, etc. If this skill was replaced with entangle, it would allow the bloodmage some breathing room, and allow it to be a bit more effective in a 1v1 situation where it may have to escape or land another blood union based skill. Entangle would be effective against all types of classes, instead of thicken blood, which would only be effective against rogues and warriors, pyromancers, and disciples. Most of these classes already can easily kill a bloodmage due to the skills that they already have, and since thicken blood only lasts 2 seconds, bloodmage won't be able to do much for itself. Maybe land a siphon blood, or get a pitifully small heal from infusion off before they're back to getting smacked/tossed/bashed all around getting the tar eat out of them.
These are just ideas to make bloodmage a bit stronger in solo play AND team fights.
--But alchemist, support classes are not meant for solo play!!--
My response:
Say that to the Druids, Clerics, Disciples, and Shamans all running around just fine in solo play.
--Alchemist, Bloodmage is stronger in teamfights, so making it stronger in solo will make it OP--
Response: There is a reason no one touches bloodmage with a twelve foot pole. At least anyone with common sense that is. Bloodmage is outclassed in every aspect by another class. Druid and Cleric will easily remain useful to a party a lot longer than a bloodmage will due to their heals and their mana. Bloodmage has very little heals, and the only major heal it has takes 22% of its mana to perform. Not to mention blood bond which will quickly take the bloodmage out of the fight after casting 6-7 skills. You can say that bloodmage has better damage, but you'd be wrong, yes, it deals damage better in short spans of time, I
But it barely has just enough mana to kill a low level beguiler on its own. Druid has innervate and a larger mana pool, so it will live longer and have more casts, and will eventually do more damage and actually kill his target. Cleric may not deal damage, but the heals that it does have easily outclass anything the bloodmage has access to.
--iAlchemist, bloodmage has one of the strongest instant heals in the game, blood ritual, why is this not OP enough?--
One thing defines my answer without description, but I'll provide one anyway: 22% of my mana.
Basically, by the time you get the blood union to perform the skill, you're already low on mana if not out. Casting this skill to give you Healy will only kill you in the end, and if you use it on an ally, sure you healed them, but you won't be doing any healing for a long but of time after that. Once you cast this skill, it's pretty much over for the bloodmage to do anything.
Thank you for reading, I understand if you disagree, but please only post well thought out arguments.
The mana regain skill concept:
Tranafuse: You pay 100 Hp to restore 14.7% of your mana per each increment of your blood Union, maxing out at a mana gain of 58.8% at blood union 4. Removes all blood union on use, CD 10s-12s
Possible concept for a balanced entangle
Blood freeze: Can only be cast with a blood Union of 2 or higher, root the target for 2 seconds. Causes a bleed after the root at a blood Union of 4
@Kainzo so you can look at this.
Written on mobile, so please ignore typos/grammar errors.
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