Please rework Blood Mage: Sanguimancy Node

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Dxella#1328 wrote:
Please rework Blood Mage : Sanguimancy Node,

Why would blood mage spells even take mana at all when they use their spells?
I suggest it change the Sanguimancy Node to have no mana cost, but dont remove Mana as the Blood magic node, this way Sanguimancy node could use combo better with Damage on Mana before life. Or do a 50 / 50 split health / mana if you remain on the track of them using mana for spells.


From this
Sanguimancy Node
Skills gain a Base Life Cost equal to Base Mana Cost
Grants Skill: Life Remnants

To this
Sanguimancy Node
Skill Mana Costs Converted to Life Costs
Grants Skill: Life Remnants

or this
Sanguimancy Node
Skills gain a 50% decreased to Mana Cost.
Skills gain a Base Life Cost equal to Base Mana Cost
Grants Skill: Life Remnants

- Examples:
Spell costs 100 Life & 100 Mana currently. And if u take Blood magic node its 200 life cost and your mana vanish, meaning u cant offset incoming damage to mana.

With the 50/50 change
Spell instead cost 50 life and 50 mana, and with the blood magic node cost 100 life. This would mean you aint as punished for not be able to migate some damage to mana first.

But having spell costs 100 life only with the Sanguimancy node making the class more unique and more fun to play imo. Esp if you let the class have the mana pool as a way to migate incoming damage.


I agree completetly it seams like Blood Mages were designed for POE1 were you can stack life and life regen endlessly.
But the sad truth is that in POE2 you just cant get enough life and life regen to function with the downside of Sanguimancy.

It should move half the mana cost to health, so its more managable to solve and you also get a upside with lower mana costs. Unfortunetly this isnt the only problem on the blood mage tree.

The Gore Spike node also doesnt work for some reason.
The fact that you have 1 forced node you have to take basicly leaves you with 3 optional points, which feels very limited in terms of build making.

Even if they buffed Sanguimancy and fixed Gore spike so it works the best case scenario would be that unless your playing frost spells your forced to take Sunder the flesh for the base crit. And then your left with only 1 point to spec into either the 25% dr or life leach on spells.

My point being that even if they buffed it to a point where it was possible to play, our ascendancy would basicly just be a witch with higher base crit and a crit dmg multiplier that scales with life (whcih is almost impossible to stack). Its just boring overall and doesnt really fit with the scarcity of life/life regen in poe2. The few "cool" nodes like bleeding and life from es on chest you will never be able to take.

It honestly isnt even worth spending your ascendancy points until you have full ascendancy so you can get both the base crit and the spell leach.
And then these are in comparison to other ascendancy some minor upgrades and leach you only take to counteract the downside of sanguimancy.

Fun fact: I was stuck on my last ascendancy for so long cause I kept killing myself on boss fights, trying different builds, item setups, etc.
Every1 kept telling me I should just remove my ascendancy points and the class would be better but I stubbornly tried to somehow make it work.
Today I finally gave up and removed all ascendancy points except the 3% life. And I completed it in first try.

Other ascendancies have nodes that make their class stronger and interesting.
We have a node that is non optional that completetly ruins you, then you have a few minor upgrades that you can pickup after, and one of them isnt even working.
bump
Bump
Bump - I wanted to play Blood Mage but did the math and chose not to because of these problems.
Just make it skills gain cost 50% of Mana cost as Life cost. 25% Less cost of skills.

Boom. Fixed. It's that easy.
~ Seph
It would make more sense to give players some benefit before hitting them with a penalty for Ascending.

What idiot design an Ascendancy tree that encourages you not spend points until you have at least 4?
a part of this problem is also tied to that there isnt enough Maximum life nodes on Passive tree. or Enough HP gain on gear
Last edited by Dxella#1328 on Dec 21, 2024, 4:46:39 PM
I agree, the whole Blood Mage tree needs a rework. Right now there is no incentive to invest the first 2 ascendancy skill points. It just handicaps you because you don't do any more damage,and now you also have to worry about losing health with every spell cast.

The 1st node (3?% life is useless), give us a damage boost instead. Sanguimancy cost should be reduced to 50%. Life Remnant should be an instant life leech, we shouldn't have to run around to pick up orbs, especially during a boss fight.
+1

Must be reworked!

Casting a skill reduces life by 200+, blood ball at enemy's feet. xD

Last edited by KotoriTai#2074 on Dec 21, 2024, 11:46:48 PM
I like the idea of it doing halved mana cost making it effectively 50-50 mana-life. But I’d make it so Blood Magic combined means you just pay 50% of the OG cost in life. Like a lil treat for taking both.

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