The Blood Mage: Its current state, what's causing it, and suggestions for how to improve it.

Sanguimancy should convert all mana to life and spells cost life instead , if detonate dead( only good skill you can keep low lvl for low cost and still do insane dmg) is nerfed this ascendancy is dead in the water
IGN:fun_Build
Ive not ascended to the blood mage yet but was making it my go to main. After reading, I am hesitant, but I would also like to add that instead of being forced to pick up so many blood orbs, it would be nice if when they spawned they would gradually get pulled to your character; as in, the orb starts off slowly coming toward you and picks up speed over time until it finally reaches you. This would also allow you to spend less time chasing blood orbs and focus more on playing the game, i.e. mapping! just my two cents.

One more thing. I feel like the base crit chance node should come before the crit damage node.
I would like to see Sanguinancy changed for life costs to *only* apply to overheal/overflow..

Sanguinancy is already of questionable benefit, because every *other* source of health regen or rwcovery only works to max health, *including* vitality siphon.

The overheal benefit of life remnants would be better balanced by having spell costs *only* apply to the overheal.

This would still make sanguimancy have zero value on bosses around level 30, but at least you would not be better off unspeccing it.

Im still steuggling to find a build that is stronger with sanguimancy than without it at level 52 with four ascendancy points to spend

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