Blood mage issues early ascendancy
Similar issue - went with blood mage because the concept was cool.
You need a ton of crit to make the build work. That means no DoT - usually end up being an elementalist type build. I’ve been pretty disappointed with it. Wanted a chaos / curse build and neither of the witches ascendencies are good with occult abilities |
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With leech node taken you still net negative in life cost i went for crit and unless i stop what i am doing and run to boss to face... touch him i am not getting the remnants thus it is better to NOT take the ascendancy
crit dmg node during first 4-5 acts gives less than 2 small crit dmg nodes on the tree and we cannot gain third node cuz bugged/ too hard trials |
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" +1000 Did a rage-post about the exact same issues, but not so nice and analytical :D |
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Props to the OP, nicely put and quite accurate. Taking Sanguimancy is a literal debuff early and basically unsustainable for a good portion of the early game.
I would add that after the 2 initial trials and 4 points it is not clear on how to proceed getting the next set of points and trying the extremely punishing trials to find out you don't get any points for that is quite the downer :) |
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I don't know what the correct solution is but the early game after first lab for Blood Mage is quite rough due to the life cost on skills. I don't completely agree with every aspect of the original post but I think there should be some solution to this. I'm not smart enough to figure it out, but I'm sure you are. Maybe 0.3% life regen on the small node leading up to it, or something like that. I don't like most of the other proposed solutions. I think it should remain the mandatory first choice for the ascendancy but with a solution to killing yourself in act 2.
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An ascendancy should never make your character worse, this first node by itself is pure 100% downsides.
If anything this node should also have 10% leech added to it. Then change the current leech node to something else. |
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I have already confirmed even with 10% leech it wouldn't be enough to not be a detriment/nerf to your class/gameplay and others have mentioned DoT's and curses don't work with it anyways.
Since it also doesn't work with minion builds, that's the majority of Witch/Occult builds. I think it should be reworked with Witch/Occult skills in mind. If leech doesn't work on curses/damage over time/minions, then it should be something else like increased damage at the cost of life. Rather than costing life to maybe get some life. Last edited by YukiyaKitsuNebi#6596 on Dec 12, 2024, 11:57:34 AM
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Blood orbs should just siphon straight to you, no delay make it like a class specific leech. It's not a 100% chance of them spawning on kill even if you crit it's once every 2s. Hell they could recover less life even.
I feel like blood mage is intended to be played melee :D But at this point I'm too annoyed to respec the whole build, plus there are not a lot of options in that are of the passive tree unless you want to spend 30 points on the highways. I finished the campaign, entered the maps, but it's too stressful to always jump in the middle of the pack to grab the hp orbs. |
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It feels awful needing to get Vitality Siphon to help offset the forced spell life costs from Sanguimancy: basically spend 2 points to get a negative and then another 2 points to try and fix that negative. The life overflow is interesting but quickly spent on spells so we can't really take advantage of it outside of trash packs where it matters the least.
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For those who are also disappointed with the blood mage, make a monk, build him the same way you would a chaos witch (with gems/passives) and take the Acolyte of Chayula ascendancy.
That one does what this SHOULD have done, and better too. |
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