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Thread: Fixes to Bloodmage

  1. #1

    Default Fixes to Bloodmage

    Bloodmage is a fun class to play. Can kill things well but its still a challenge.

    There are a few abilities that need to be adjusted.

    Abilities names and exact stats are not fresh in my head.

    1. Blood doll ability- get rid of it. Replace with some sort of Mellee ward or resist.

    2.The ability to reduce targets hit points to 73%. Kick butt ability! but worthless because it only last 30 seconds. Make the ability permanent unless dispelled.

    3. Exangruiatefadarereadfadfa- Awesome Heavy hitting spell! BUT ITS on an HOUR timer! Reduce that to 10 minutes.

    4. ability to evade first 2 attacks. This ability doesnt work at all. Fix it to work.

    Eventually an epic ability :) Turn into a bat!

    Thats it.

    If these abilities were adjusted and fixed, Bloodmage would be a valueable addition to the Gifted.

    PS If I had one Suggestion that was to actually be used by the Devs- These are my most Important. Bloodmage was my passion in Istaria. For my playstyle its the perfect class. It just has the 4 minor problems. Please fix them

    Thanks
    NimKhazad
    redo the loot tables and bring on the undead hordes!

  2. #2

    Default Re: Fixes to Bloodmage

    I only played a Bloodmage often enough to gain the Blood Doll ability.... I like the concept of it, it seems to fit in with the Bloodmage feel. However, it is pretty useless. Having to rehotkey it each time you use it..*shrugs* I'd rather have the ward/resist.
    Explorer 80%
    Killer 46%
    Achiever 40%
    Socializer 33%

  3. #3

    Default Re: Fixes to Bloodmage

    I'd like to see more leeches/syphons/HoT's for bloodmage as well.
    Twelvebagger
    12x100. <-- I did monk!
    Twelvebagger's Mistress (pinkie!)
    Redo the loot tables and bring on the undead hordes! (*Hands Beer to NimK)



  4. #4

    Default Re: Fixes to Bloodmage

    Ive been thinking about this more and I agree but want to take it further.

    The bat idea is cool.

    Point being, aside from a bit of a nudge in the potency direction, the definition of a bloodmage is not played up enough. You're basically a spiritist with even similar abilities for the most part, just different names.

    I've always liked bloodmage, but for god's sake, add some more leeches! Add syphons, and some bleed attacks and other neat stuff:

    Coagulation:

    Area: 5
    -50% speed
    -30% delay
    Crush damage: 35-40/ 3 seconds
    Duration: 2 minutes

    Stop Blood (revised):

    300-500 damage
    50-60 damage/2 seconds
    Duration: 1 minute
    5% chance: Heart attack
    ---&gt;Instant Kill. Not usable on nameds
    Recycle: 10 minutes


    EPIC:
    Vampiric Swarm (spell):
    Area: 10
    Damage: 150-250/ 3 seconds
    Reduces chance to hit: 20%
    -20% base speed
    -20% delay
    Heal over time at 50% damage
    Duration: 1 minute
    Recycle: 20 minutes


    Bag of Leeches (ability)
    Area: 5
    Damage: 18-36
    +2 damage per character level
    Duration: 15 seconds
    Heals at 50% damage.

    Blood shield (revised)
    Duration: 5 minutes
    Recylce: 10 minutes
    Returns 20% damage
    Heals 30% incoming damage

    Group Blood shield
    Duration: 1 minute
    Recycle: 5 minutes
    Returns: 10% damage
    Heals 20% incoming damage
    Stacks with damage shields.



    Twelvebagger
    12x100. <-- I did monk!
    Twelvebagger's Mistress (pinkie!)
    Redo the loot tables and bring on the undead hordes! (*Hands Beer to NimK)



  5. #5

    Default Re: Fixes to Bloodmage

    I like the whole "I'm hurting myself to either a. damage enemies as well, or b. heal my allies" concept to the whole thing. There should be more things like that! The Bloodmages epic spell should involve him/her/it ripping his throat out during the spell casting, and make it an instant kill. The drawback? Your left with 10% of your health, and your bleeding fast. Hope you have some HoT's ready, or some Soothing Remedy Potions! That is how the Bloodmage should be in my eyes anyways. Lots of self-damage, but lots of damage out-put to enemies as well.


    edit: make it not surviving your enemies attacks, but surviving your own spells.
    Explorer 80%
    Killer 46%
    Achiever 40%
    Socializer 33%

  6. #6
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    Default Re: Fixes to Bloodmage

    here's to additive measures [B]
    Got Cowbell?

  7. #7

    Default Re: Fixes to Bloodmage

    EPIC:
    Vampiric Swarm (spell):
    Area: 10
    Damage: 150-250/ 3 seconds
    Reduces chance to hit: 20%
    -20% base speed
    -20% delay
    Heal over time at 50% damage
    Duration: 1 minute
    Recycle: 20 minutes
    150 to 250 dmg each 3 seconds, for a minute long,
    that will be 3000 to 5000 dmg.... done by one single spell.
    Multicasted this wil do like ...... (fill in yourself).
    So a little less dmg, make the dmg etheral and make it an ability.
    (non masterable and it cannt be multicasted)
    Another problem is that Bloodmage will have acces to 2 epics then, (also the cyclone)
    which makes it less epic, then epic used to be.
    So remove the BLDM class from the cyclone form.

    If you really want this spell to be implemented make something
    more realistic :P
    Nevertheless I'll level bloodmage for it :D

    Royall on Order / Royal_wind_unity, Royall on Chaos
    Dinsdag on EU-Evernight (LOTRO)

  8. #8

    Default Re: Fixes to Bloodmage

    Quote Originally Posted by Royal
    EPIC:
    Vampiric Swarm (spell):
    Area: 10
    Damage: 150-250/ 3 seconds
    Reduces chance to hit: 20%
    -20% base speed
    -20% delay
    Heal over time at 50% damage
    Duration: 1 minute
    Recycle: 20 minutes


    150 to 250 dmg each 3 seconds, for a minute long,
    that will be 3000 to 5000 dmg.... done by one single spell.
    Multicasted this wil do like ...... (fill in yourself).
    So a little less dmg, make the dmg etheral and make it an ability.
    (non masterable and it cannt be multicasted)
    Another problem is that Bloodmage will have acces to 2 epics then, (also the cyclone)
    which makes it less epic, then epic used to be.
    So remove the BLDM class from the cyclone form.

    If you really want this spell to be implemented make something
    more realistic [img]/Web/emoticons/emotion-4.gif[/img]
    Nevertheless I'll level bloodmage for it [img]/Web/emoticons/emotion-2.gif[/img]
    Yep, you're right, I overshot that one.

    Reduce to 30 seconds and I'd call it epic but realistic.


    Twelvebagger
    12x100. <-- I did monk!
    Twelvebagger's Mistress (pinkie!)
    Redo the loot tables and bring on the undead hordes! (*Hands Beer to NimK)



  9. #9

    Default Re: Fixes to Bloodmage

    Fixes to bloodmage?
    I would do the following
    [*]Make blood a seperate spell line [*]Put blood bolt under blood skill[*]Make sure BLDM has 10-11 blood skill/level[*]Add blood line based more damage/better return versions of theft of life perhaps called "Life essence drain" with a cool blood stream effect from the target to the caster. [*]A blood based spell root called clot[*]A dot called haemorage with a debuff that increases damage done for 1 min and an additional bleed effect[*]Add an AoE tap spell "Circle of blood"[*]Improve instant transfer[*]Make sure BLDM has 10-11 blood skill/level[*]Add blood skill requirement to self sac[*]Add a blood based nuke or two..no idea on name or description[*]Remove spirit skill from bldm[*]Make sure BLDM has 10-11 blood skill/level[/list]



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