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Blood magic + Avernus robe + Blood ring + constitution? Would all of this combined make it actually safe to use blood magic for mana?


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#1
Tonya777

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If you have both "Improves blood magic" items and pump constitution instead of willpower does it make it actually safe to use blood magic as your mana source?

I did a BM playthrough once and she would get killed or nearly killed almost every time she popped on blood magic mode , but I wonder if doing all of this stuff to help with it could make it honestly safe to use it?

Edit : I've been messing around with it , have the robe but not the ring yet , but it still basically makes my character end up dead , seems absolutley stupid to try to rely on it for source of mana and nobodys even responding to this so I guess willpower & potions ftw

Modifié par Tonya777, 12 décembre 2009 - 09:26 .


#2
Matthew Young CT

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"Improves Blood Magic" does not stack.

"Safe" is subjective.

#3
Tonya777

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Are you serious?

#4
Matthew Young CT

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Improves Blood Magic definitely doesn't stack, and "safe" is definitely subjective, so yup.

#5
Tonya777

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Do you have any actual evidence that that doesn't stack cause that seems really stupid & lame if it doesn't

#6
Matthew Young CT

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from ability_h

if (fCost
{
int nBloodMagicVFX = 1519;
float fMultiplier = 0.8f;
if (GetHasEffects(oCaster, EFFECT_TYPE_BLOOD_MAGIC_BONUS) == TRUE)
{
fMultiplier = 0.6f;
}

So ya it's a binary flag, doesn't stack.

eta: though it is -25% cost, so it's definitely a good bonus.

Modifié par Matthew Young CT, 12 décembre 2009 - 10:12 .


#7
Solistus1

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IMO. Blood Magic is best used as:



A) A last resort to finish up a fight when you are out of mana and lyrium pots, or



B) A mode you pop into briefly to use Blood Wound or Blood Control.



Honestly, I wouldn't mind seeing a community mod that replaced the Blood Magic mode ability with another blood magic unique spell and made all the Blood Magic spells use hp instead of mana. The idea of using health instead of mana to cast other spells is cool and all, but it's not very practical to damage your own squishy caster while also severely nerfing your healing options, especially since mass lyrium pots makes mana a lot less of an issue anyway.

#8
GilgameshXD

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Mana is practically infinite, making blood magic only good for casting Blood Wound.

#9
swk3000

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Actually, you all seem to be missing something. Basically, Blood Magic is like having infinite Mana. Here's how it would work:



1. You need the best equipment you can find that increases either Magic or Spellpower. My setup would look something like this:



Weapon: Staff of the Magister Lord

Head: The Libertarian's Cowl

Body: Tevinter Mage Robes

Feet: Fade Striders

Hands: Black Hand Gauntlets

Belt: Destructionist's Belt

Amulet: Lifedrinker

Ring 1: Blood Ring

Ring 2: Key to the City



This setup would give me:



+25 Spellpower

+6 Willpower

+5 Mana Regeneration in combat

+10% Fire Damage

+35% Spirit Damage

+12 Defense

+8% Spell Resistance

+1 Magic

Improves Blood Magic

+2 to all Attributes

+10% to Healing Effects Recieved



Big list, I know, but here's the important stuff:



+25 Spellpower

+5 Mana Regeneration in combat

+1 Magic

Improves Blood Magic

+2 to all Attributes



Basically, the point of that setup was to have one item that gives the 'Improves Blood Magic' ability, then fill the other slots with items that increase either Spellpower, Combat Mana Regen, or Magic, with Spellpower a priority. Why? There are 3 reasons.



1. Spellpower determines how strong a spell is. The higher this is, the stronger the spell.



2. The only thing that affects the cost of a spell is the Fatigue rating. From what I heard (though I cannot confirm this), Blood Magic ignores the Fatigue rating; all spells consume their base Activation Cost. An Arcane Warrior with 101.2% Fatigue would normally use about 61 Mana to cast Arcane Bolt. With Blood Magic active, it only uses 30 health (needs confirmation)



3. In the case of Blood Magic, Number 2 has an exception: If you equip the Robes of Avernus or the Blood Ring, the costs of the spell are reduced.



Essentially, we're looking to get as much power into a spell while using as little Mana as possible (or Health, in this case) to cast the spell.



Once you do that, your battle strategy goes something like this:



1. Have Blood Magic off at the beginning of a fight. Use your spells as you normally would.



2. When your Mana is low, activate Blood Magic.



3. Continue using your spells as normal; however, keep an eye on your health. When it gets too low for your comfort, turn off Blood Magic.



4. Use the Heal spell on yourself.



5. While you were using Blood Magic to cast your spells, your Mana was regenerating. When you drop Blood Magic, because of all the additional Mana Regen effects, your available Mana will have come back up enough for you to cast several spells. Using Heal will have used up some of it, but you should have some left over still.



6. Use your spells until you're out of Mana again, then repeat steps 1-5 as needed.



If you'd like, you can bring along a very large stack of Potent Health Poultices, as they will generally get your health back up to full while saving you the Mana you would have used on a Heal spell.

#10
chedrz

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I don't know why you're complaining about blood magic. You just have to realize that you cannot run through the whole game using nothing but blood magic. My first playthrough was a blood mage, and he destroyed everything that got in his path. You just need to use blood magic properly, and mainly don't overuse it.

#11
Rolenka

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Blood Magic is okay if, like me, you aren't using potions. Or your potions are all on cooldown for some reason. And you've already used Dark Sustenance.

Other than that, it's just an inconvenient step on the way to casting Blood Wound.

#12
GilgameshXD

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swk3000 wrote...

Actually, you all seem to be missing something. Basically, Blood Magic is like having infinite Mana. Here's how it would work:

1. You need the best equipment you can find that increases either Magic or Spellpower. My setup would look something like this:

Weapon: Staff of the Magister Lord
Head: The Libertarian's Cowl
Body: Tevinter Mage Robes
Feet: Fade Striders
Hands: Black Hand Gauntlets
Belt: Destructionist's Belt
Amulet: Lifedrinker
Ring 1: Blood Ring
Ring 2: Key to the City

This setup would give me:

+25 Spellpower
+6 Willpower
+5 Mana Regeneration in combat
+10% Fire Damage
+35% Spirit Damage
+12 Defense
+8% Spell Resistance
+1 Magic
Improves Blood Magic
+2 to all Attributes
+10% to Healing Effects Recieved

Big list, I know, but here's the important stuff:

+25 Spellpower
+5 Mana Regeneration in combat
+1 Magic
Improves Blood Magic
+2 to all Attributes

Basically, the point of that setup was to have one item that gives the 'Improves Blood Magic' ability, then fill the other slots with items that increase either Spellpower, Combat Mana Regen, or Magic, with Spellpower a priority. Why? There are 3 reasons.

1. Spellpower determines how strong a spell is. The higher this is, the stronger the spell.

2. The only thing that affects the cost of a spell is the Fatigue rating. From what I heard (though I cannot confirm this), Blood Magic ignores the Fatigue rating; all spells consume their base Activation Cost. An Arcane Warrior with 101.2% Fatigue would normally use about 61 Mana to cast Arcane Bolt. With Blood Magic active, it only uses 30 health (needs confirmation)

3. In the case of Blood Magic, Number 2 has an exception: If you equip the Robes of Avernus or the Blood Ring, the costs of the spell are reduced.

Essentially, we're looking to get as much power into a spell while using as little Mana as possible (or Health, in this case) to cast the spell.

Once you do that, your battle strategy goes something like this:

1. Have Blood Magic off at the beginning of a fight. Use your spells as you normally would.

2. When your Mana is low, activate Blood Magic.

3. Continue using your spells as normal; however, keep an eye on your health. When it gets too low for your comfort, turn off Blood Magic.

4. Use the Heal spell on yourself.

5. While you were using Blood Magic to cast your spells, your Mana was regenerating. When you drop Blood Magic, because of all the additional Mana Regen effects, your available Mana will have come back up enough for you to cast several spells. Using Heal will have used up some of it, but you should have some left over still.

6. Use your spells until you're out of Mana again, then repeat steps 1-5 as needed.

If you'd like, you can bring along a very large stack of Potent Health Poultices, as they will generally get your health back up to full while saving you the Mana you would have used on a Heal spell.


This is so wrong it hurts to read. The equipment section is fine, but you should be stacking magic/spellpower as well +% elemental damage of the spells you use.

1) Since each spellpower only gives 1%,  +% elemental damage gives you a better deal.

2) Blood Magic does not ignore fatiuge. It just gets a bonus, which improves with blood magic which is something around -25% fatiuge and improves with blod magic improves equipment to a better precentage. In any case, this is useless because there is little reason for pure mages to ever go above 20% fatiuge, which is hardly singifcant and because mana potions are cheap.

3) When your mana is low, drink one of the 200 potions you have that cost you 4 gold to make instead of wasting time to switch between mods just to use an expensive health potion.

4) The only thing blood magic is good for is casting blood wound. And if you want to play around with arcane warriors.

#13
DragoonKain3

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Note that +elemental damage only stacks up to +30%. As such, its better to maximize spirit then up your damage for another secondary element you use a lot.

For example...
Staff of Magister Lords
Cameo Cowl (better +mana regen, plus that you shouldn't need defense if your tank is worth his armor)
Tevinter Mage Robes
Ashen Gloves
Fade Striders
Amulet of the War Mage (still THE best extra item)
Andruil's Blessing (less spellpower, but better mana regen/WIL)
Dreamsever
Blood Ring

Bonuses:
+18 spellpower
+3 magic
+4 mana regen
+30% spirit
+25% cold (affects staff damage too)
+15% fire
+5% nature/elec
+Blood Magic (whatever that's worth)


In any case,  Gilgamesh is right on the money about blood magic. Only worth it to cast Wound/Control, sacrifice someone who isn't under attack, then switch it off.

#14
squidyj

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I have alistair tanking so i usually just blow blood sacrifice every time the cooldown is up and with my con and spellpower and gear it gives me a lot of HP back without seeming to take a lot off of alistair, who is then easily healed. I seek out all the enhancement modes i can get, rock armor, spell might, arcane defense, wisp, etc. I spec into arcane warrior which lets me wear the helm of honnleath and I have spellweaver and a sweet shield on my secondary weapon set. I keep the legion set in my bags, just in case. Pumping pure Con and Magic I wind up with a lot of health, great defenses, and a top level of spellcasting, If i'm being beat on by melee dudes i can pop into my sword and board and legion armor. If my health is low i have so much of it (and so much protection) that i can pop out of blood to pop a health pot and even turn off my flaming weapons to pop a mana pot and throw up shimmering shield for a short time.

#15
Warskullx

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GilgameshXD wrote...

Mana is practically infinite, making blood magic only good for casting Blood Wound.


Blood wound is insanely good and single handedly makes the blood magic line worth it.

#16
crusader_bin

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swk3000 wrote...

Actually, you all seem to be missing something. Basically, Blood Magic is like having infinite Mana. Here's how it would work:

1. You need the best equipment you can find that increases either Magic or Spellpower. My setup would look something like this:

Weapon: Staff of the Magister Lord
Head: The Libertarian's Cowl
Body: Tevinter Mage Robes
Feet: Fade Striders
Hands: Black Hand Gauntlets
Belt: Destructionist's Belt
Amulet: Lifedrinker
Ring 1: Blood Ring
Ring 2: Key to the City

This setup would give me:

+25 Spellpower
+6 Willpower
+5 Mana Regeneration in combat
+10% Fire Damage
+35% Spirit Damage
+12 Defense
+8% Spell Resistance
+1 Magic
Improves Blood Magic
+2 to all Attributes
+10% to Healing Effects Recieved

Big list, I know, but here's the important stuff:

+25 Spellpower
+5 Mana Regeneration in combat
+1 Magic
Improves Blood Magic
+2 to all Attributes

Basically, the point of that setup was to have one item that gives the 'Improves Blood Magic' ability, then fill the other slots with items that increase either Spellpower, Combat Mana Regen, or Magic, with Spellpower a priority. Why? There are 3 reasons.

1. Spellpower determines how strong a spell is. The higher this is, the stronger the spell.

2. The only thing that affects the cost of a spell is the Fatigue rating. From what I heard (though I cannot confirm this), Blood Magic ignores the Fatigue rating; all spells consume their base Activation Cost. An Arcane Warrior with 101.2% Fatigue would normally use about 61 Mana to cast Arcane Bolt. With Blood Magic active, it only uses 30 health (needs confirmation)

3. In the case of Blood Magic, Number 2 has an exception: If you equip the Robes of Avernus or the Blood Ring, the costs of the spell are reduced.

Essentially, we're looking to get as much power into a spell while using as little Mana as possible (or Health, in this case) to cast the spell.

Once you do that, your battle strategy goes something like this:

1. Have Blood Magic off at the beginning of a fight. Use your spells as you normally would.

2. When your Mana is low, activate Blood Magic.

3. Continue using your spells as normal; however, keep an eye on your health. When it gets too low for your comfort, turn off Blood Magic.

4. Use the Heal spell on yourself.

5. While you were using Blood Magic to cast your spells, your Mana was regenerating. When you drop Blood Magic, because of all the additional Mana Regen effects, your available Mana will have come back up enough for you to cast several spells. Using Heal will have used up some of it, but you should have some left over still.

6. Use your spells until you're out of Mana again, then repeat steps 1-5 as needed.

If you'd like, you can bring along a very large stack of Potent Health Poultices, as they will generally get your health back up to full while saving you the Mana you would have used on a Heal spell.


And I was so sure it was obvious to everyone :blink:

I use blood magic a lot actually, my char is usually safe so I can switch mana/hp use without much problems, especially when I fight reavers or some bosses.

#17
swk3000

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GilgameshXD wrote...
This is so wrong it hurts to read. The equipment section is fine, but you should be stacking magic/spellpower as well +% elemental damage of the spells you use.

1) Since each spellpower only gives 1%,  +% elemental damage gives you a better deal.


I actually didn't want the Black Hand Gauntlets, but there are no gloves that increase Magic or Spellpower, so I went with an element. Since everyone seems to be madly in love with the Cold line, I went with the Black Hand Gauntlets here. As for the Staff of the Magister Lord, it was chosen because it gives a massive boost to Spellpower. It's Elemental Damage Boosting is nice, but it wasn't chosen for that. As for every other item, I focused on items that gave Spellpower. Honestly, the only change I'd make would probably be to swap out the Destructionist's Belt for the Andruil's Blessing. Andruil's Blessing doesn't give the Spellpower Boost that the Destructionist's Belt does, but it does have better Combat Mana Regen.

3) When your mana is low, drink one of the 200 potions you have that cost you 4 gold to make instead of wasting time to switch between mods just to use an expensive health potion.


According to my research, Blood Magic causes all healing effects to heal for 1/10th of their normal value (except for Blood Sacrifice, obviously). At later stages in the game, when you've got a good 300 HP, having to heal all of that 20 points at a time is going to kill your damage output, as you'll be so busy downing HP potions and avoiding enemies while you get your Health back up that your party will do most of the work. By taking the time to switch modes, you save yourself about 10 Health Poultices, and still keep your damage output relatively high.

4) The only thing blood magic is good for is casting blood wound. And if you want to play around with arcane warriors.


That, sir, is a matter of opinion.

DragoonKain3: The Cameo Cowl does not give Combat Mana Regen. In fact, the only Cowl that does give Combat Mana Regen is the Libertarian's Cowl. Hence why I chose it.

#18
Sereaph502

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The only good spells mages have are cone of cold and forcefield.

Everything else is useless.


Don't agree with me? Good, then you realize it's an opinion, and thats exactly what gilgamesh has.  Except from his constant arguing, it seems like he thinks his opinion is fact.

Modifié par Sereaph502, 25 décembre 2009 - 07:21 .


#19
Sihvar

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swk3000 wrote...

3) When your mana is low, drink one of the 200 potions you have that cost you 4 gold to make instead of wasting time to switch between mods just to use an expensive health potion.


According to my research, Blood Magic causes all healing effects to heal for 1/10th of their normal value (except for Blood Sacrifice, obviously). At later stages in the game, when you've got a good 300 HP, having to heal all of that 20 points at a time is going to kill your damage output, as you'll be so busy downing HP potions and avoiding enemies while you get your Health back up that your party will do most of the work. By taking the time to switch modes, you save yourself about 10 Health Poultices, and still keep your damage output relatively high.


Mana potions...

Just drink lesser lyrium potions (about 3 silver each) between spell cooldowns.  There's your infinite mana.

#20
swk3000

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I was attempting to have a debate, not say he was wrong.

#21
JaegerBane

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chedrz wrote...

I don't know why you're complaining about blood magic. You just have to realize that you cannot run through the whole game using nothing but blood magic. My first playthrough was a blood mage, and he destroyed everything that got in his path. You just need to use blood magic properly, and mainly don't overuse it.


Frankly I found it best just to use Blood Magic to fire off Blood Wound and Blood Control then switch it off while they cool down. Mana is just too easy to acquire for anyone to seriously consider using Blood Magic as a full replacement (particularly with Dark Sustenance).

#22
Tiniuc

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iirc, the healing penalty suffered while having blood magic active does not affect health regeneration during combat items, and there are alot of them to pick from.



from the sounds of the conversation though, it seems as if blood magic could use a little buffing.

#23
JaegerBane

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Tiniuc wrote...

iirc, the healing penalty suffered while having blood magic active does not affect health regeneration during combat items, and there are alot of them to pick from.

from the sounds of the conversation though, it seems as if blood magic could use a little buffing.


I don't think it needs any buffing. Blood Control is brilliant, can completely destroy an enemy advance as suddenly someone at the back suddenly starts shooting arrows at the boss.

Blood Wound is the most spectacular spell in the game. Blood Magic itself effectively gives you an emergency mana pool. Blood Sacrifice is a loophole heal, on top of the normal Drain Life and Heal that you see in Mage's bag of tricks.

Really, no buffing needed.

#24
Edelwolf

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It's much easier than that. Blood sacrifice your tank and heal him. Infinite health.


#25
KenRed

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I like how you guys post up equipment and builds and the like. By the time you have said equipment and spells, youre already level 17ish and done with the game. Whats the point. Heck, the one useful Blood Mage spell is unavailable until you reachl level 14.

Modifié par KenRed, 26 décembre 2009 - 03:24 .