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Suggestion Class Rework:BloodMage

MajDeath

Portal
Joined
Jan 7, 2012
I have another idea :D

Blood Conduit : The Bloodmage Bonds himself with his party allowing them to use him/her as a conduit for greater power.....

This skill would allow the Bloodmages party (or 1 user whatever u peoplz think) to use the bloodmages mana/stamina for their own use.... then after that runs out they can use his health...... although they wont be able to kill him with this effect they can get him to 1 hp.
I don't know if it would be ok if he could sacrifice his mana/stamina OR Just hp. @nonamemajdeath your one of the most pro bloodmages in my opinion do u have any ideas on this?

Another thing is.... if the bloodmage had bloodbonds on then (Because you ARE using the bloodmages mana/stamina for spells) if it would heal the bloodmage's party for 10% of the damage dealt rather then 25%?

I think bloodmage Lacks skills because if u look at it it has less skills then most other classes (I think going on memory XD) I think it should just get a few sacrificial support skills and it would be fine
Maybe split the costs between both the BM and his target/targets, great idea though.
 

JupiterRome

Legacy Supporter 5
Joined
Mar 24, 2013
Location
l
I thought about this after I posted...... idk what would happen if there was multiple Bloodmages with Blood conduit in a party.... maybe (for my idea) those bloodmages would split the cost? so say there are 4 bloodmages then they each pay 25% of the skill.... I think splitting the cost with the target so 50% of it was drained as your mana then when u run out. hp would be ok too I guess.
 

Super593

Glowstone
Joined
Feb 23, 2012
Location
New York
How about you make the skill less finicky:
You attune with your target giving them X% of your stamina, mana regeneration, and health gains.

This sounds like something everyone would love

Tank getting tired too fast?Blood Conduit

That wizzy doing a ton of damage but Shit Mana Regen from not raising Wisdom?Blood Conduit

Girlfriend giving you mad aggro?Blood Conduit

This kind of skill works for just about everybody
 

MajDeath

Portal
Joined
Jan 7, 2012
Idea off the top of my head that I would love to see done if it is even possible to code.

Skill: Blood Gamble

Cost: 100 HP + 200 Mana
CD: 20 seconds

Basic effects: The Bloodmage spends 100 health to deal 100 damage in an AOE around him, plus healing allies in the area for 100 health.

Bonus Effect 1: If more allies are healed then enemies damaged, the Bloodmage receives 50 damage for every extra member healed and those he healed lose 25 health.

Bonus Effect 2: If the Bloodmage damages more targets then are healed, the Bloodmage receives his 100 health from the cast back plus deals 25 extra damage for every extra enemy. This effect will instead cause the bloodmage to lose half his current health plus become become silenced and invulnerable if no players are healed.

Bonus Effect 3: If both sides are even the Bloodmage will receive half his health back from the cast.


Examples in case you can't decipher what I said because you feel I have terrible wording
Example 1: 5 players including the Bloodmage against 5 players, if the skill hits all of them the Bloodmage is healed 50 health

Example 2: 6 players including the Bloodmage against 4 players, if the skill hits all of them the Bloodmage is dealt a 100 damage penalty (That is 50 health from each additional ally) and 25 health is taken from all those he healed.

Example 3: 4 players including the Bloodmage against 6 players, if the skill hits all of them the Bloodmage is refunded the cost of the skill plus he deals an additional 50 damage. (25 damage from each additional enemy player)

Example 4: So you felt like soloing a full party of 10 because this skill would do so much damage while your alone, you're half right. The skill will deal the 100 damage AOE but then cut your current health in half, make you invulnerable and unable to attack or use skills to heal yourself like those silly Clerics.
 

Super593

Glowstone
Joined
Feb 23, 2012
Location
New York
Idea off the top of my head that I would love to see done if it is even possible to code.

Skill: Blood Gamble

Cost: 100 HP + 200 Mana
CD: 20 seconds

Basic effects: The Bloodmage spends 100 health to deal 100 damage in an AOE around him, plus healing allies in the area for 100 health.

Bonus Effect 1: If more allies are healed then enemies damaged, the Bloodmage receives 50 damage for every extra member healed and those he healed lose 25 health.

Bonus Effect 2: If the Bloodmage damages more targets then are healed, the Bloodmage receives his 100 health from the cast back plus deals 25 extra damage for every extra enemy. This effect will instead cause the bloodmage to lose half his current health plus become become silenced and invulnerable if no players are healed.

Bonus Effect 3: If both sides are even the Bloodmage will receive half his health back from the cast.


Examples in case you can't decipher what I said because you feel I have terrible wording
Example 1: 5 players including the Bloodmage against 5 players, if the skill hits all of them the Bloodmage is healed 50 health

Example 2: 6 players including the Bloodmage against 4 players, if the skill hits all of them the Bloodmage is dealt a 100 damage penalty (That is 50 health from each additional ally) and 25 health is taken from all those he healed.

Example 3: 4 players including the Bloodmage against 6 players, if the skill hits all of them the Bloodmage is refunded the cost of the skill plus he deals an additional 50 damage. (25 damage from each additional enemy player)

Example 4: So you felt like soloing a full party of 10 because this skill would do so much damage while your alone, you're half right. The skill will deal the 100 damage AOE but then cut your current health in half, make you invulnerable and unable to attack or use skills to heal yourself like those silly Clerics.

This sounds kinda intresting.I kinda had suggested a healing AOE at the start of the thread but nothing like this.

Seems balanced
 
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