Aller au contenu

Photo

Blood Mage


  • Veuillez vous connecter pour répondre
14 réponses à ce sujet

#1
Revenaunt

Revenaunt
  • Members
  • 7 messages
well to add in my view/build of a devastating Blood Mage to all the others out there,and for those who are willing to try it i will say this first, its not
easy you will be angry you will die and you will rage quit, with that said this
is my style it may not match anyone's like/preference and may receive scrutinize but
ah well tiss' the life of a nerd.

so we begin in the tutorial, and you gain your initial level, now i ignore that and just keep going on through the tutorial till i can acquire the upgrade for mind-blast. here is why.
-it is a large area for the final tutorial mob that is overpowered.
-adds a stun as well as knocking them back leaving plenty of bashing time or heal time
-effects the ogre

as for attributes i will start going 2/1 magic/wisdom for now to build up a base of mana. the next spell i would recommend getting which is at 5, would be horror, now it has no immediate helpfulness, and at level 5 wont last long, but for the rouges who disappear it works wonders. with rouges never being alone and generally having at least 4-5 minions (minimum health) and 2-3 captains (full health) the general battle plan is to have a tank/pool (describe later on) deal with the lower levels, set its tactics to target lowest first.
-NOTE if you notice the rouges back-flipping run towards him if you are able and use mind, it has from what i found a 50/50 to knock them over and a 100% chance to pull them out of stealth.

so your progression for the next few levels, will depend on how much of the side-quests you do, i grinned through them all and though its painful it takes me about 2 hours max(normal) 3-3.5 hours(nightmare), reading through dialog to build relationships.
-get hex to combo with horror/ or to just make your warriors life easier during bosses.
-upgrade horror to now deal massive damage for the stun duration/ combined with the hex can easily deal with rouges. not recommended for lesser mobs but can be used.

now you will have to wait to get some of these which leaves you with a few extra points. these will be used once you hit 7/8, you will have roughly 3 or so. you are going to want to get blood magic finally. its not required but its good to have. you will also want to get crushing prison for your third control ability.
-can be used after horror is done to further hold captains/lieutenants and bosses.
-can also be used on one unit while horror is used on another followed up by a companion using a AOE or line skill (warriors scythe or rouges lance)
-once upgraded can deal great damage and make boss fights a cakewalk

at this point its really up to you, i follwed up into blood magic and got up to hemorrhage.
-NOTE once you get about 21 wisdom you should start going to con, and get to at least 20 before continuing wisdom or con based on if you want blood to be backup or main form of battle.
-you will want to also upgrade grave robber so that you can steal it from living mobs. recommended strategy is early on in ACT 2 use it then mind, if your surrounded. but later on its highly suggested to use mind then grave robber due to higher resistance to knock down, and with an upgraded mind, it will stun them instead making them friendly hosts.

by the time you are 17 you should have mind-blast upgraded, prison upgraded, blood magic spells upgraded.

your next three levels should be dedicated to the primal tree, though this seems a rip off of Merrill but it can be the most lethal. if you target the upper levels within a mob to allow your warrior(s) to deal with the lessers. it will make life far easier if you use tactics to have them do this. and also if any mobs crowd you have them activate a AOE like scythe or whirlwind to clear any trouble.

my recommended party members are Aveline, Merrill or Anders (personal preference)
-if you can micro well you can manage with Merrill and divide mobs with her higher power AOE's
-if you can't micro well you should have Ander's dedicated healer

Aveline is my main choice over Fenris due to sword/board to keep her safe.
generally any defender skills namely Turn the blade, and Adament to make them more durable.
-Investing 2 Constitution for 1 Strength is recommended to make them a sizable pool that can live on the low.
(although if you take into note Fenris's ability were he gets lower health he gets stronger might be an excellent combination if you are a micro manager)

and i personally like Verrik just because he can generally drag them away from me if i get into a bind, and if they line up he doesn't need time to close in just has to line up a good shot with Lance ability

i mainly have him focus in holding abilities, but also divided on debilitating ones for when they get to close.

Feel free to enter-prate any aspects i miss, i know there's a few ways to get more ability/attribute points("Technical" spoiler :P) if you wish to find a new idea or way of doing this I'd love to hear it, i have a few ideas for a transfer over to make a mob controller.

#2
Tach Prime

Tach Prime
  • Members
  • 77 messages
Do you use Blood magic as mainly a back up or a main ability in this build.  Or are you putting points into willpower to get acces to better robes and staves.

Modifié par Tach Prime, 16 mars 2011 - 10:43 .


#3
Revenaunt

Revenaunt
  • Members
  • 7 messages
bit of both really, i will use mana till im out then switch, or if i know a mobs up i'll auto blood for the AOE, but ive now done a nature and a force configuration, pretty much drop all the single non blood ones except mind/prison and do nature, or bottem force tree, and you will have great compliments again. will need to micro your minions.

#4
einherjar81

einherjar81
  • Members
  • 43 messages
Does anyone know if the healing from death syphon (upgraded) works with blood magic active?

#5
Graunt

Graunt
  • Members
  • 1 444 messages
Blood Magic is most definitely NOT worth taking at level 7.  Your health is too low to make good use of it, and you also don't really have enough useful abilities either.  There's also a reason Hemorrhage is at the level it's at. Blood should be taken at 14, and it will make your life MUCH easier if you take Force first. The damage on Horror is a joke too unless you're playing on Normal.  On Nightmare enemies get out of the stun in under 5s.

Do you use Blood magic as mainly a back up or a main ability in this
build.  Or are you putting points into willpower to get acces to better
robes and staves.


With mine I just have it only permenantly, and I'm also using four 1 blood : 1 mana items, so I end up with 7 mana per 1 health.

Modifié par Graunt, 17 mars 2011 - 03:36 .


#6
Guilebrush

Guilebrush
  • Members
  • 185 messages

einherjar81 wrote...

Does anyone know if the healing from death syphon (upgraded) works with blood magic active?


Yup works for Merrill at least, not exactly the most reliable way of healing but every little bit helps especially in those giant wave encounters. Doesn't hurt that it's in a pretty good talent tree either.

#7
Moonstryder

Moonstryder
  • Members
  • 102 messages
I wish that One Foot in the Grave was a sustainable like Merril's, it would of made the class so much more fun IMO. (Pray for mods)

Hemmorage didn't really help me at all on nightmare, with that long animation time. I haven't tested the charm spell's upgrade to see if it does FF, anyone know if it does?

What I found fun with Bloodmage is if you combine it with the Spirit Healer's sustinable when on low health. You can activate the Spirit Aura when in Blood Mode, but you can't activate Blood Mode while in Healer Mode.

#8
Draconis6666

Draconis6666
  • Members
  • 1 118 messages
the spirit healer vitality skill does as well and makes it so you essentially have unlimited mana to cast spells since its 40 health regeneration almost completely offsets the cost of casting any of your spells, and it doesnt require you to be in healing mode to work

Modifié par Draconis6666, 17 mars 2011 - 08:10 .


#9
Boss Fog

Boss Fog
  • Members
  • 579 messages
Maybe I'm just confused, but how do the blood magic rings you get actually enhance your blood magic since they're adding mana per hp? If my main resource is my hp why would I even want more mana than necessary?

#10
Nathan Redgrave

Nathan Redgrave
  • Members
  • 2 062 messages

TelvanniWarlord wrote...

Maybe I'm just confused, but how do the blood magic rings you get actually enhance your blood magic since they're adding mana per hp? If my main resource is my hp why would I even want more mana than necessary?


Each point of HP can provide more energy for casting, i.e. it reduces the HP cost of casting spells.

#11
Boss Fog

Boss Fog
  • Members
  • 579 messages

Nathan Redgrave wrote...

TelvanniWarlord wrote...

Maybe I'm just confused, but how do the blood magic rings you get actually enhance your blood magic since they're adding mana per hp? If my main resource is my hp why would I even want more mana than necessary?


Each point of HP can provide more energy for casting, i.e. it reduces the HP cost of casting spells.


gotcha, thanks for the clarification.

#12
Graunt

Graunt
  • Members
  • 1 444 messages

Moonstryder wrote...

I wish that One Foot in the Grave was a sustainable like Merril's, it would of made the class so much more fun IMO. (Pray for mods)

Hemmorage didn't really help me at all on nightmare, with that long animation time. I haven't tested the charm spell's upgrade to see if it does FF, anyone know if it does?

What I found fun with Bloodmage is if you combine it with the Spirit Healer's sustinable when on low health. You can activate the Spirit Aura when in Blood Mode, but you can't activate Blood Mode while in Healer Mode.


Yes, Blood Spatter has FF, but you would use it similarly to how you would use Walking Bomb. The main difference being that your slave won't run towards you on a suicide mission to take you out with them.  Enemies hit with Walking bomb do this every time.  I'm not sure if I think that ability is worth it yet, simply because most of the time when I'm going to use an ability like that, they are either at range or stuck in Gravitic, and if they are stuck, I can just shoot them down.  

One funny thing about Enslave though is that you can cast Walking bomb on it first, and usually the enslavement dies out before the full 10s are up, then they die and blow up from the bomb.  I don't know if the Spatter effect would also happen, but I imagine it would.  I'm going to try this in a few levels.:lol:

the spirit healer vitality skill does as well and makes it so you
essentially have unlimited mana to cast spells since its 40 health
regeneration almost completely offsets the cost of casting any of your
spells, and it doesnt require you to be in healing mode to work


That sounds nice, but you lose a lot more going for that over the Force line.  If you were planning on being a healer/support it's not that bad though, but still, you don't really get much of a bonus from the actual specialization since it's giving you mana.

Modifié par Graunt, 17 mars 2011 - 11:26 .


#13
Revenaunt

Revenaunt
  • Members
  • 7 messages
ive been experimenting lately with this build and refined a few things, i will attest for those trying to learn, and i should have stated that this build was most definitely not for nightmare, it was for those wishing to experiment in blood, but indeed it is harsh in beginning but gives the best feel possible without putting 20 hours in and that was the overall goal. but now i have made a more solid control freak mage that i think most would agree with.

ive started again with the basic arcane/spirit startup. getting full mind/prison but now adding spirit bolt and virulent. combined with now FORCE mage. finding that using the abbyss spell and the maker fist work amazingly to group them, fist to stun long enough (have timed it generally works) to cast hemm, or even lighting i've found works wonders as well. (be sure to put virulent on a center mob. and watch them all go boom. and for those who try and leave your abbyss use FIST or HEMM to keep them in till the end of the domino effect. give it a try

#14
Revenaunt

Revenaunt
  • Members
  • 7 messages
P.S its more unofficial but ive noticed with force specialization ive noticed that Prison works more, and the obvious physical bonus, but now holds more enemies then it used to

#15
Revenaunt

Revenaunt
  • Members
  • 7 messages
Spirit spec as i have found is beyond tactical, used with force.