Blood witch asendency change proposal.
I currently have 2 different blood witch builds over level 90 and have been playing since launch. I first picked blood witch because I liked the simple concept of a vampire spell caster. I came to be bothered by the ascendancy and have opinions on what I believe should be changed to make it feel better.
Sanguimancy: I believe needs to be changed. remove Life Remnants from the node and add the 10% of Spell Damage Leeched as Life to the node instead. Off setting the downside of the mana cost in the same node. Life Remnants often caused you to not gain enough life to offset the amount of mana spent on abilities in the first place. I believe that it should still allow you to overflow your health. Gore Spike: I like and think it should stay the same. Rather build defining. stack health and do more damage. working well with the overflow you get with Sanguimancy. Sunder the Flesh: I like and believe should stay the same. Works well with Gore Spike. Really synergizes well. Vitality Siphon: Could be changed to deal more damage based on how much health you spent on a spell. Giving you a solid risk and reward playstyle. Spend large amounts of health to deal more damage. Currently I have been focusing on negating the health spent. this would incentivize using your health as a resource. Blood Barbs: I believe is fine and has a solid node to build around. Open Sores: Feels out of place. Not that I don't like it but I feel that a curse on the blood mage is just out of place. The node could be changed to provide defense based on how much health your missing or allow you to do more damage to low life enemies. Grasping Wounds: I do and don't like this node. It often feels bad to take because it can just delay death. It has saved me from a big hit just to kill me faster then I can run to the remnants to get my health back up. I also feel like it doesn't scale well with other defense options. If I go for mind over mater I can take a large hit on my mana and die to the damage over time effect because you don't have a reasonable way to out heal the damage. Crimson Power: is a good node but is hard to justify. It can add a lot of life with the correct Energy Shield body armor but just requires that you go into Grasping wounds to get. The places could be changed or stay the same. It will be picked sometimes. Just would be a good choice if it was easier to take and could synergize with Sunder the Flesh. Please let me know if you have different thoughts then me or what you think of my proposed changes to the ascendancy. Last bumped on Jan 9, 2025, 8:46:54 PM
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I've also been playing Blood Mage since launch, and I agree.
The overheal from the remnants on Sanguimancy is largely irrelevant, as they rarely account for the life spent in the first place. What you're doing, effectively, is trading life in your healthbar for life on these little globes on the ground. So, once you've cast your spell and you're sitting there at half health, if you want to get back up to full you're suddenly required to run into close range at low HP, in a game full of on-death effects. You can get the spell leech node to counteract this, but you've used your second two ascendancy points to counteract the downside of the first two. You've spent four points to get back to neutral. I'd really love to see more interaction with the bleeding status, either on yourself or on enemies. I like the idea of increasing your health, or going over your maximum health, but I'd really like to see some sort of power boost based on health missing or health spent; this would help encourage a risk-reward playstyle - other than running into close range to collect life remnants, I really don't enjoy that. |
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