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Blood Mage post 1.3


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#1
Darccone

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So, in reading the new 1.3 patch notes I got all excited when I saw:

- The secondary attribute requirement for equipping armor or shields (constitution for warriors, willpower for mages, and cunning for rogues) is now significantly smaller.
 I thought awesome, now we don't have to dump as much points in Will to get the good armor/ weapons.

 Then I got very paranoid about:
- Items that improve the Blood Magic cost ratio now provide 0.25 mana per point of health instead of 1 mana.
 AND
- The Blood mage's Blood Magic spell now reserves 70% of the mage's mana instead of 50%

 So, lets see if I understand this right. BM's can now only cast a like 1-2 instead of 3-4 passive spell effects before casting BM spell. Do I have that right?

 Also, more importantly, the .25 mana instead of 1 mana per health upgrade means we have to wear 4 pieces of upgrade to do what 1 used to? 

 Do these changes effectivly kill the class?Posted Image

Modifié par Darccone, 31 mai 2011 - 08:40 .


#2
Luke Barrett

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- The Blood mage's Blood Slave spell now enslaves the victim for a longer duration. As well, if the spell is ineffective, the victim's current action is now canceled.
- The Blood Spatter upgrade now inflicts damage equal to 75% of the victim's maximum health upon explosion instead of 100%, within a 4m radius. As well, the spell description now displays this information.
- The Blood mage's Grave Robber spell now affects a 12m diameter instead of 6m in order to make the ability more useful.
- The Blood mage's One Foot In upgrade now inflicts 100% of the mage’s maximum health in damage instead of 10%.

All buffs to that same class that you're failing to take in to account or ignoring for some reason? If anything my BM decimates much better than before. Blood Magic + Death Syphon + Rock Armor = 100%; what else do you need? :)

#3
Luke Barrett

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Sorry, should have used something more accurate like Arcane Shield - the old BM allowed you to really pile on modal abilities since you're not penalized in ANY way by the loss of a percentage of your mana bar since you don't use mana.

#4
Luke Barrett

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LobselVith8 wrote...
Again, I'm not certain why so much attention went into these changes instead of resolving all the story problems that have been unaddressed since DA2 was released months ago.


Different people work on those things and they are independent of one another. Putting time in to one facet has no affect on the speed of another in this example.

#5
Luke Barrett

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[editted for accuracy]
Primary = 10 + level * 0.75
Secondary = 10 + level * 0.25

Modifié par Luke Barrett, 01 juin 2011 - 04:30 .


#6
Peter Thomas

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Luke Barrett wrote...

3:2 is the ratio now so 36 magic requires 24 willpower (I believe thats the highest req. in the game?)


Not quite. The rate of increase is 1/3. The base formula is:

Primary = 10 + level * 0.75
Secondary = 10 + level * 0.25

#7
Luke Barrett

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Oh. Sorry, everyone. :blink:
Straight from the horses mouth with that info!

Modifié par Luke Barrett, 01 juin 2011 - 04:31 .


#8
Luke Barrett

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SuicidialBaby wrote...

Thats just random as hell.


Haha, I second that.
I'll get someone to look at that on monday... very bizarre :blink: