Please rework Blood Mage: Sanguimancy Node

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Nakimato#3055 wrote:
There already are a lot of posts suggesting good Feedback for Blood Mage.

As example:
https://www.pathofexile.com/forum/view-thread/3619765

That's in my oppinion good structured Feedback, i know Blood Mage is underperforming right now and i hope for some much needed changes on Blood Mage.

We will surely see some info's comming up after all it is Early Acces and it is the perfect time to give Feedback, but just "it is shit as it is" does not help in any way or form.

For now we just have to wait and play and test out something else.


Im not sure where this is aimed at or answer too.
I didnt just make a post and said it is shit now did i? I did come with feedback on how to improve it right?

I am also speaking about a specific node in the blood mage tree and not the hole class. I honestly dont have any issues with the other nodes, esp if this one getting fixed.

However, i did read ur example and it is very good structured for the hole class. But like i said. My feedback was about a specific node and how to improve it.
Last edited by Dxella#1328 on Dec 30, 2024, 7:38:09 PM
bump
bump
Yes. Sanguimancy needs to change but I don't think that you should keep the mana pool. If you don't use it for skills, the only option is to go MoM and forced "choices" make no sense. They are not fun and GGG usually avoids them.

new Sanguimancy Node:
Blood Magic
Grants Skill: Life Remnants

If you want to have a role for mana, add a secondary ascendency node that uses it. The leech node is useless anyway.

new node
convert maximum mana to life instead of removing it
25% more cost of skills (or whatever number is needed for balance)
bump
Alot of good ideas here.

Seems the most popular is to have a full life cost on spells.

The follow-up question is if the Mana pool should be removed or remain.
If it remains it gives you the option to tank with it.

or

a cool way is if you convert all mana sources to life instead for this node.
It would then feel better for The blood mage so they can get more life.
all mana probably sounds a bit too stonk, will be easily 5k 6k life, then with the Life Remnant it will be 10k..........;

50% will be fine.

the main issue with the node is mainly blocking further ascend, combing the leech node honestly is top priority, even if leech amount is nerfed to say 5%.
Last edited by xonedl#1873 on Jan 19, 2025, 3:54:44 AM
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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 convert the mana to life instead.
This way Sanguimancy node make the blood mage more unique in play style, you can stack both strength and intelligence to gain health, all increase to mana gives you more life so you can cast spells and stay alive.


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
50% of Mana gets converted to health
Grants Skill: Life Remnants


This way the spell would cost life only with the Sanguimancy node making the class more blood mage and more fun to play esp If you let them convert their mana to life, you also then solved a health issue for the blood mage and making it very unique and intressting to play.




Bump
Last edited by Dxella#1328 on Jan 19, 2025, 4:02:58 AM
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xonedl#1873 wrote:
all mana probably sounds a bit too stonk, will be easily 5k 6k life, then with the Life Remnant it will be 10k..........;

50% will be fine.

the main issue with the node is mainly blocking further ascend, combing the leech node honestly is top priority, even if leech amount is nerfed to say 5%.


This is true, 50% if mana to life would most likly be enough.
If they made that change, the forced node aint so bad then

But it also depends what changes they will do to ES, and the converstion of ES to Mana and Back to ES thing with the necklace.
If they nerf that combo your mana would technically be lower, you wouldnt have any ES to play with and thus a full life stack isnt to broken, tho since life regen work different than ES recharge, a 60-75% convert could be an intresting. But yea even at 50% of mana, it would make a huge difference even without a tree change for blood mage.

What makes it really annoying is that u need to spend 4 points to just be able to play. Sanguimancy node and spell leech.

It wouldnt be as bad if u fixed so its easier to stack health for the class, then you could possible go without spell leech and stack health regen instead.
Last edited by Dxella#1328 on Jan 19, 2025, 4:14:40 AM
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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 convert % of total mana to life instead.
This way Sanguimancy node make the blood mage more unique in play style, you can stack both strength and intelligence to gain health, all increase to mana gives you more life so you can cast spells and stay alive.


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
50% of total Mana gets converted to health
Grants Skill: Life Remnants


This way the spell would cost life only with the Sanguimancy node making the class more blood mage and more fun to play esp If you let them convert their mana to life, you also then solved a health issue for the blood mage and making it very unique and intressting to play.




Edited main post, also bump

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